msgid ""
msgstr ""
"POT-Creation-Date: Fri Feb 19 2021 12:04:44 GMT+0000 (Coordinated Universal Time)\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:300 Editor/Platform/Linux/EditorUtility.cpp:292 Editor/Platform/Windows/EditorUtility.cpp:1151 Editor/Src/DragAndDropForwarding.cpp:2080 Editor/Src/DragAndDropForwarding.cpp:2099 Editor/Src/DragAndDropForwarding.cpp:2120 Editor/Src/DragAndDropForwarding.cpp:2335 Editor/Src/DragAndDropForwarding.cpp:2338 Editor/Src/SceneManager/EditorSceneManager.cpp:507 Editor/Src/SceneManager/EditorSceneManager.cpp:1021 Editor/Src/SceneManager/EditorSceneManager.cpp:1100 Editor/Src/SceneManager/EditorSceneManager.cpp:1831 Editor/Src/Commands/AssetsMenu.cpp:671 Editor/Src/Commands/AddComponentMenu.cpp:160 Editor/Src/Commands/AddComponentMenu.cpp:179 Editor/Src/Commands/AddComponentMenu.cpp:187 Editor/Src/Commands/AddComponentMenu.cpp:250 Editor/Src/Commands/AddComponentMenu.cpp:431 Editor/Src/Commands/AnimatorHelper.cpp:57 Editor/Src/Commands/AnimatorHelper.cpp:73 Editor/Src/Application/Application.cpp:2606 Editor/Src/Application/Application.cpp:2689 Editor/Mono/GameObjectUtility.bindings.cs:1
msgid "Cancel"
msgstr "取消"

#: Editor/Platform/Windows/MenuControllerWin.cpp:585 [MenuItem]Editor/Mono/PlayerPrefsSettings.cs:1
msgid "Edit"
msgstr "编辑"

#: Editor/Platform/Windows/MenuControllerWin.cpp:596 Editor/Platform/Windows/MenuControllerWin.cpp:632 [MenuItem]Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1
msgid "Window"
msgstr "窗口"

#: Editor/Platform/Windows/MenuControllerWin.cpp:908 Editor/Mono/Undo/UndoWindow.cs:1
msgid "Undo"
msgstr "撤消"

#: Editor/Platform/Windows/MenuControllerWin.cpp:914
msgid "Redo"
msgstr "重做"

#: Editor/Mono/Prefabs/PrefabUtility.bindings.cpp:328
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/Src/DragAndDropForwarding.cpp:655
msgid "Assign Material %s "
msgstr "分配材质 %s"

#: Editor/Src/DragAndDropForwarding.cpp:697
msgid "Assign Shader %s "
msgstr "分配着色器 %s"

#: Editor/Src/DragAndDropForwarding.cpp:780
msgid "Failed to find default shader "
msgstr "无法找到默认着色器"

#: Editor/Src/DragAndDropForwarding.cpp:813
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:823
msgid "Assign Skybox Material %s "
msgstr "分配天空盒材质 %s"

#: Editor/Src/DragAndDropForwarding.cpp:834
msgid "Add Director "
msgstr "添加导引器"

#: Editor/Src/DragAndDropForwarding.cpp:847 Editor/Src/DragAndDropForwarding.cpp:926
msgid "Add Animator "
msgstr "添加动画器"

#: Editor/Src/DragAndDropForwarding.cpp:862 Editor/Src/DragAndDropForwarding.cpp:890
msgid "Assign Controller "
msgstr "指定控制器"

#: Editor/Src/DragAndDropForwarding.cpp:915
msgid "Add Animation "
msgstr "添加动画"

#: Editor/Src/DragAndDropForwarding.cpp:919
msgid "Assign Animation "
msgstr "指定动画"

#: Editor/Src/DragAndDropForwarding.cpp:928
msgid "Assign Animator "
msgstr "指定动画器"

#: Editor/Src/DragAndDropForwarding.cpp:950 Editor/Src/DragAndDropForwarding.cpp:957 Editor/Src/DragAndDropForwarding.cpp:964 Editor/Src/DragAndDropForwarding.cpp:992 Editor/Src/ComponentUtility.cpp:1362 Modules/PresetsEditor/PresetDragAndDrop.cpp:121
msgid "Can't add script"
msgstr "无法添加脚本"

#: Editor/Src/DragAndDropForwarding.cpp:950
msgid "The script is an editor script."
msgstr "该脚本是一个编辑器脚本。"

#: Editor/Src/DragAndDropForwarding.cpp:950 Editor/Src/DragAndDropForwarding.cpp:957 Editor/Src/DragAndDropForwarding.cpp:964 Editor/Src/DragAndDropForwarding.cpp:992 Editor/Src/EditorHelper.cpp:123 Editor/Src/EditorHelper.cpp:447 Editor/Src/ComponentUtility.cpp:1362 Editor/Src/HubClient/HubClient.cpp:313 Editor/Src/HubClient/HubClient.cpp:330 Editor/Src/Prefabs/PrefabUtility.cpp:775 Editor/Src/Commands/AddComponentMenu.cpp:207 Editor/Src/Commands/AddComponentMenu.cpp:265 Editor/Src/Commands/AddComponentMenu.cpp:329 Editor/Src/Application/Application.cpp:369 Editor/Src/Application/Application.cpp:395 Editor/Src/Application/Application.cpp:413 Editor/Src/Application/Application.cpp:695 Editor/Src/Application/Application.cpp:1109 Editor/Src/Application/Application.cpp:2823 Editor/Src/Application/Application.cpp:2829 Editor/Src/Application/Application.cpp:2835 Modules/PresetsEditor/PresetDragAndDrop.cpp:121 Editor/Mono/SceneHierarchy.cs:1
msgid "OK"
msgstr "确定"

#: Editor/Src/DragAndDropForwarding.cpp:957
msgid "The script don't inherit a native class that can manage a script."
msgstr "该脚本不会继承可以管理脚本的本机类。"

#: Editor/Src/DragAndDropForwarding.cpp:964
msgid "Script's Type not found."
msgstr "找不到脚本的类型。"

#: Editor/Src/DragAndDropForwarding.cpp:969
msgid "Drag MonoBehaviour"
msgstr "拖拽 MonoBehaviour"

#: Editor/Src/DragAndDropForwarding.cpp:977
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:980
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:984
msgid "."
msgstr "."

#: Editor/Src/DragAndDropForwarding.cpp:989
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:1090 Editor/Src/DragAndDropForwarding.cpp:1143 Editor/Src/DragAndDropForwarding.cpp:1222 Editor/Src/DragAndDropForwarding.cpp:1470 Editor/Src/DragAndDropForwarding.cpp:1667 Editor/Src/DragAndDropForwarding.cpp:1857 Editor/Src/Video/VideoClipDragAndDrop.cpp:138 Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:34 Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:84
msgid "%s Drag Instantiate"
msgstr "%s 拖拽实例化"

#: Editor/Src/DragAndDropForwarding.cpp:1112
msgid "Assign AudioClip"
msgstr "指定 AudioClip"

#: Editor/Src/DragAndDropForwarding.cpp:1153
msgid "Assign Playable"
msgstr "指定可播放"

#: Editor/Src/DragAndDropForwarding.cpp:1272 Editor/Src/DragAndDropForwarding.cpp:1276 Editor/Src/DragAndDropForwarding.cpp:1307 Editor/Src/DragAndDropForwarding.cpp:1352
msgid "%s Parenting"
msgstr "%s 父级关联"

#: Editor/Src/DragAndDropForwarding.cpp:1389 Editor/Src/DragAndDropForwarding.cpp:1394
msgid "Move Component"
msgstr "移动组件"

#: Editor/Src/DragAndDropForwarding.cpp:1507
msgid "Extract Component"
msgstr "提取组件"

#: Editor/Src/DragAndDropForwarding.cpp:1584
msgid "Create GameObject with Component"
msgstr "使用组件创建游戏对象"

#: Editor/Src/DragAndDropForwarding.cpp:2045
msgid "Are you sure you want to replace the contents of the Prefab '%s' with GameObjects that are unrelated to it?"
msgstr "您确定要用与预制件 '%s' 不相关的游戏对象替换该预制件中的内容吗？"

#: Editor/Src/DragAndDropForwarding.cpp:2047
msgid "Possibly unwanted Prefab replacement"
msgstr "可能是意外的“预制件”替换"

#: Editor/Src/DragAndDropForwarding.cpp:2047
msgid "Replace Anyway"
msgstr "强制替换"

#: Editor/Src/DragAndDropForwarding.cpp:2047
msgid "Don't Replace"
msgstr "不替换"

#: Editor/Src/DragAndDropForwarding.cpp:2055
msgid "Create/Replace Prefab"
msgstr "创建/替换预制件"

#: Editor/Src/DragAndDropForwarding.cpp:2069 Editor/Src/DragAndDropForwarding.cpp:2170
msgid "Create/Replace prefab"
msgstr "创建/替换预制件"

#: Editor/Src/DragAndDropForwarding.cpp:2080
msgid "Making the root of the currently open Prefab Variant into a new Prefab of its own will change the open Prefab Variant to have the new Prefab as its base.\n\nThe new base Prefab can either keep the original base as its own base, meaning the new base is inserted into the inheritance chain, or it can replace the existing base."
msgstr "将当前打开的预制件变体的根变为自己的新预制件将会更改打开的预制件变体，使之将新预制件作为基础。\n\n新的基础预制件可以保留原始基础作为自己的基础（这意味着新基础将插入到继承链中），也可以替换现有基础。"

#: Editor/Src/DragAndDropForwarding.cpp:2080
msgid "Replace Base"
msgstr "替换基础"

#: Editor/Src/DragAndDropForwarding.cpp:2080
msgid "Insert Base"
msgstr "插入基础"

#: Editor/Src/DragAndDropForwarding.cpp:2099
msgid "Create Prefab"
msgstr "创建预制件"

#: Editor/Src/DragAndDropForwarding.cpp:2099
msgid "Would you like to create a new original Prefab or a variant of this Prefab?"
msgstr "您要创建新的原始预制件还是此预制件的变体？"

#: Editor/Src/DragAndDropForwarding.cpp:2099
msgid "Original Prefab"
msgstr "原始预制件"

#: Editor/Src/DragAndDropForwarding.cpp:2099 [MenuItem]Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1
msgid "Prefab Variant"
msgstr "预制件变体"

#: Editor/Src/DragAndDropForwarding.cpp:2120
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:2120
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:2120
msgid "Create Base"
msgstr "创建基础"

#: Editor/Src/DragAndDropForwarding.cpp:2244
msgid "Failed importing package %s"
msgstr "导入包失败 %s"

#: Editor/Src/DragAndDropForwarding.cpp:2254
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 不是有效的资源文件名称。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:2264 Editor/Src/Commands/AssetsMenu.cpp:646
msgid "Failed copying file {0} to {1}."
msgstr "将文件 {0} 复制到 {1} 失败。"

#: Editor/Src/DragAndDropForwarding.cpp:2327
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:2328
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（不能撤销），选择“合并到打开的”来保存打开的场景"

#: Editor/Src/DragAndDropForwarding.cpp:2334 Editor/Src/DragAndDropForwarding.cpp:2337
msgid "Merge scenes"
msgstr "合并场景"

#: Editor/Src/DragAndDropForwarding.cpp:2335
msgid "Merge into open"
msgstr "合并到打开的"

#: Editor/Src/DragAndDropForwarding.cpp:2335 Editor/Src/DragAndDropForwarding.cpp:2338
msgid "Merge into new"
msgstr "合并为新的"

#: Editor/Src/DragAndDropForwarding.cpp:2338
msgid "Merge into existing"
msgstr "合并到现有的"

#: Editor/Src/DragAndDropForwarding.cpp:2366
msgid "Couldn't create merge output file"
msgstr "无法创建合并输出文件"

#: Editor/Src/PackageUtility.cpp:1037 Editor/Src/Application/Application.cpp:2689 /Runtime/Shaders/ShaderImpl/ShaderErrors.h:91
msgid "Warning"
msgstr "警告"

#: Editor/Src/PackageUtility.cpp:1038
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:1039
msgid "Install/Upgrade"
msgstr "安装/升级"

#: Editor/Src/PackageUtility.cpp:1040
msgid "Skip"
msgstr "跳过"

#: Editor/Src/ObjectFactory.cpp:115
msgid "Add %s"
msgstr "添加 %s"

#: Editor/Src/ObjectFactory.cpp:139
msgid "Can't add script '%s' to the gameobject because it has destroyed itself in Awake or OnEnable"
msgstr "无法将脚本 '%s' 添加到游戏对象，因为它已经在 Awake 或 OnEnable 中摧毁了自己"

#: Editor/Src/ObjectFactory.cpp:191
msgid "Create %s"
msgstr "创建 %s"

#: Editor/Src/ProjectUpgrade.cpp:77
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:87
msgid "Failed to make the file {0} writable."
msgstr "未能将文件 {0} 设置为可写。"

#: Editor/Src/ProjectUpgrade.cpp:105
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:376
msgid "Failed to decompress [{0}]."
msgstr "解压缩 [{0}] 失败。"

#: Editor/Src/ProjectUtility.cpp:384
msgid "[{0}] was not found."
msgstr "找不到 [{0}]。"

#: Editor/Src/ProjectUtility.cpp:397
msgid "[{0}] must contain a name and version."
msgstr "[{0}] 必须包含名称和版本。"

#: Editor/Src/ProjectUtility.cpp:420
msgid "The file or folder [{0}] was not found."
msgstr "找不到文件或文件夹 [{0}]。"

#: Editor/Src/ProjectUtility.cpp:428
msgid "The package [{0}] was not found."
msgstr "找不到包 [{0}]。"

#: Editor/Src/ProjectUtility.cpp:444
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:449
msgid "The file [{0}] must be omitted."
msgstr "必须忽略文件 [{0}]。"

#: Editor/Src/ProjectUtility.cpp:461
msgid "Initializing project template..."
msgstr "正在初始化项目模板..."

#: Editor/Src/ProjectUtility.cpp:525
msgid "Failed to resolve project template: {0}"
msgstr "解析项目模板失败：{0}"

#: Editor/Src/EditorHelper.cpp:119
msgid "Children of a Prefab instance cannot be deleted or moved, and components cannot be reordered."
msgstr "无法删除或移动预制件实例的子对象，并且无法重新排序组件。"

#: Editor/Src/EditorHelper.cpp:125
msgid "Cannot restructure Prefab instance"
msgstr "无法重构预制件实例"

#: Editor/Src/EditorHelper.cpp:441
msgid "Need to save in the Assets folder"
msgstr "需要保存在资源文件夹中"

#: Editor/Src/EditorHelper.cpp:441
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源文件夹中"

#: Editor/Src/EditorHelper.cpp:447 Editor/Src/Application/Application.cpp:2835
msgid "Correct the file name"
msgstr "更正文件名称"

#: Editor/Src/EditorHelper.cpp:447 Editor/Src/Application/Application.cpp:2835
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:160
msgid "Replace %s"
msgstr "替换 %s"

#: Editor/Src/ComponentUtility.cpp:199 Editor/Src/Commands/AddComponentMenu.cpp:169
msgid "Replacing transform"
msgstr "替换变换"

#: Editor/Src/ComponentUtility.cpp:199 Editor/Src/ComponentUtility.cpp:286 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:275 Editor/Src/ComponentUtility.cpp:312
msgid "Remove %s"
msgstr "移除 %s"

#: Editor/Src/ComponentUtility.cpp:278
msgid "Can't remove component: %s"
msgstr "无法移除组件：%s"

#: Editor/Src/ComponentUtility.cpp:286
msgid "Cannot replace transform"
msgstr "无法替换变换组件"

#: Editor/Src/ComponentUtility.cpp:294
msgid "Replacing a Transform which resides in a Prefab is disabled to prevent data corruption."
msgstr "为免数据崩溃，禁止替换预制件中的变换。"

#: Editor/Src/CommandImplementation.cpp:735
msgid "Paste %s"
msgstr "粘贴 %s"

#: Editor/Src/CommandImplementation.cpp:949
msgid "Delete Game Objects"
msgstr "删除游戏对象"

#: Editor/Src/CommandImplementation.cpp:1087
msgid "Paste New %s"
msgstr "粘贴新的 %s"

#: Editor/Src/CommandImplementation.cpp:1103
msgid "Paste Component"
msgstr "粘贴组件"

#: Editor/Src/CommandImplementation.cpp:1161
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:249 Editor/Src/HubClient/Test/HubClientTests.cpp:80
msgid "Launch Unity"
msgstr "启动 Unity"

#: Editor/Src/HubClient/HubClient.cpp:250 Editor/Src/HubClient/Test/HubClientTests.cpp:81
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:251 Editor/Src/HubClient/Test/HubClientTests.cpp:82
msgid "Create empty project"
msgstr "创建空项目"

#: Editor/Src/HubClient/HubClient.cpp:251 Editor/Src/HubClient/Test/HubClientTests.cpp:82 Editor/Src/Application/Application.cpp:784 Modules/PackageManager/Editor/PackageManagerErrors.cpp:94 Modules/PackageManager/Editor/PackageManagerDiagnostics.cpp:93 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:181 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:195 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:213
msgid "Quit"
msgstr "退出"

#: Editor/Src/HubClient/HubClient.cpp:251 Editor/Src/HubClient/Test/HubClientTests.cpp:82
msgid "Open project"
msgstr "打开项目"

#: Editor/Src/HubClient/HubClient.cpp:255 Editor/Src/HubClient/HubClient.cpp:366
msgid "Choose project folder"
msgstr "选择项目文件夹"

#: Editor/Src/HubClient/HubClient.cpp:312 Editor/Src/Application/Application.cpp:402
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:313 Editor/Src/HubClient/HubClient.cpp:330 Editor/Src/Application/Application.cpp:413
msgid "Error!"
msgstr "错误！"

#: Editor/Src/HubClient/HubClient.cpp:329
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:355 Editor/Src/HubClient/HubClient.cpp:509 Editor/Src/HubClient/HubClient.cpp:514 Editor/Src/HubClient/HubClient.cpp:519 Editor/Src/HubClient/HubClient.cpp:524 Editor/Src/HubClient/Test/HubClientTests.cpp:89 Editor/Src/HubClient/Test/HubClientTests.cpp:377 Editor/Src/HubClient/Test/HubClientTests.cpp:400
msgid "Install Unity Hub"
msgstr "安装 Unity Hub"

#: Editor/Src/HubClient/HubClient.cpp:356 Editor/Src/HubClient/Test/HubClientTests.cpp:90
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:358 Editor/Src/HubClient/HubClient.cpp:388 Editor/Src/HubClient/HubClient.cpp:526 Editor/Src/HubClient/Test/HubClientTests.cpp:92 Editor/Src/HubClient/Test/HubClientTests.cpp:378 Editor/Src/HubClient/Test/HubClientTests.cpp:401 Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Install"
msgstr "安装"

#: Editor/Src/HubClient/HubClient.cpp:358 Editor/Src/HubClient/HubClient.cpp:388 Editor/Src/HubClient/Test/HubClientTests.cpp:92 Editor/Src/HubClient/Test/HubClientTests.cpp:378
msgid "Later"
msgstr "稍后"

#: Editor/Src/HubClient/HubClient.cpp:510
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:515
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:519 Editor/Src/HubClient/Test/HubClientTests.cpp:377
msgid "You must install the Unity Hub for this action"
msgstr "您必须为此操作安装 Unity Hub"

#: Editor/Src/HubClient/HubClient.cpp:525 Editor/Src/HubClient/Test/HubClientTests.cpp:400
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:526 Editor/Src/HubClient/Test/HubClientTests.cpp:401
msgid "Quit Unity"
msgstr "退出 Unity"

#: Editor/Src/Scripting/APIUpdater/APIUpdaterManager.cpp:451
msgid "Finished updating scripts / assemblies"
msgstr "脚本/程序集更新已完成。"

#: Editor/Src/Scripting/APIUpdater/APIUpdaterManager.cpp:466
msgid "API updating failed. Check previous console messages."
msgstr "API 更新失败。检查先前的控制台消息。"

#: Editor/Src/Scripting/APIUpdater/APIUpdaterManager.cpp:470
msgid "Some scripts have compilation errors which may prevent obsolete API usages to get updated. Obsolete API updating will continue automatically after these errors get fixed."
msgstr "某些脚本有编译错误，这些错误可能阻止对过时 API 用例的更新。过时 API 的更新将在这些错误修复后自动继续进行。"

#: Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2189 Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2196 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:379
msgid "Hold on..."
msgstr "请稍候..."

#: Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2189 Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2196
msgid "Recompiling managed editor code"
msgstr "重新编译托管的编辑器代码"

#: Editor/Src/ScriptCompilation/PrecompiledAssemblies.cpp:160
msgid "Failed to find a placeholder ('{0}') for '{1}', ensure it exists, or change plugin settings for '{2}' accordingly."
msgstr "查找 '{1}’ 的占位符 ('{0}') 失败。请确保其存在，或者相应更改 '{2}' 的插件设置。"

#: Editor/Src/Prefabs/PrefabCreation.cpp:1125
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:1132
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:1138
msgid "Parent directory must exist before creating asset at %s."
msgstr "在 %s 创建资源时，父目录必须存在。"

#: Editor/Src/Prefabs/PrefabCreation.cpp:1148
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:1617 Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2182
msgid "Parent directory must exist before creating asset at {0}."
msgstr "在 {0} 中创建资源之前，父目录必须存在。"

#: Editor/Src/Prefabs/PrefabUtility.cpp:773
msgid "Cyclic Prefab nesting not supported"
msgstr "不支持循环预制件嵌套"

#: Editor/Src/Prefabs/PrefabUtility.cpp:774
msgid "Dropping here would result in cyclic nesting of Prefabs which is not supported."
msgstr "拖放到此处将导致预制件循环嵌套，这是不受支持的。"

#: Editor/Src/Camera/BuiltinBakedReflectionSystem.cpp:562 Editor/Src/Camera/BuiltinBakedReflectionSystem.cpp:619
msgid "Unknown reflection probe job type: %d"
msgstr "未知反射探测器作业类型：%d"

#: Editor/Src/SceneManager/EditorSceneUtilities.cpp:311
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:488
msgid "Opening scene in read-only package!"
msgstr "正在打开只读包中的场景！"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:488
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:488 Editor/Mono/GUI/AssetSaveDialog.cs:1
msgid "Close"
msgstr "关闭"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:506
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:507
msgid "About to open another project!"
msgstr "即将打开另一个项目！"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:507 /Runtime/Camera/OcclusionPortal.cpp:70 Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Open"
msgstr "打开"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:958
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:1008
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:1017
msgid "%s and others...\n"
msgstr "%s 和其他...\n"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:1019
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:1021
msgid "Scene(s) Have Been Modified"
msgstr "场景已更改"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:1021 Editor/Mono/ContainerWindow.cs:1
msgid "Save"
msgstr "保存"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:1021 Editor/Mono/GUI/AssetSaveDialog.cs:1
msgid "Don't Save"
msgstr "不保存"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:1076
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:1100
msgid "The untitled scene needs saving"
msgstr "未命名场景需要保存"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:1100 Editor/Src/SceneManager/EditorSceneManager.cpp:1821 Editor/Mono/SceneHierarchy.cs:1
msgid "Save Scene"
msgstr "保存场景"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:1263
msgid "Failed to save scene %s."
msgstr "保存场景失败 %s。"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:1831
msgid "Save Scene has failed"
msgstr "保存场景失败"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:1831
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:1831 Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Try Again"
msgstr "再试一次"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:2196
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:2212
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:2212 Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Reload"
msgstr "重新加载"

#: Editor/Src/SceneManager/EditorSceneManager.cpp:2212 Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStageUtility.cs:1
msgid "Ignore"
msgstr "忽略"

#: Editor/Src/SpritePacker/SpritePacker.cpp:835
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:1317
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:1324
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 %i x %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:1330
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:1336
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:116
msgid "Help/Unity Manual"
msgstr "帮助/Unity 用户手册"

#: Editor/Src/Commands/HelpMenu.cpp:117
msgid "Help/Scripting Reference"
msgstr "帮助/脚本参考"

#: Editor/Src/Commands/AssetsMenu.cpp:231
msgid "New Render Texture"
msgstr "新建渲染器纹理"

#: Editor/Src/Commands/AssetsMenu.cpp:236
msgid "New Custom Render Texture"
msgstr "新自定义渲染纹理"

#: Editor/Src/Commands/AssetsMenu.cpp:279 Editor/Mono/Sprites/SpriteUtility.cs:1
msgid "New Animation"
msgstr "新建动画"

#: Editor/Src/Commands/AssetsMenu.cpp:304
msgid "New Cubemap"
msgstr "新建立方体贴图"

#: Editor/Src/Commands/AssetsMenu.cpp:309
msgid "New Flare"
msgstr "新建眩光"

#: Editor/Src/Commands/AssetsMenu.cpp:330
msgid "New LightmapParameters"
msgstr "新建 LightmapParameters"

#: Editor/Src/Commands/AssetsMenu.cpp:339
msgid "New Material"
msgstr "新建材质"

#: Editor/Src/Commands/AssetsMenu.cpp:623
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源文件夹的方式来导入文件。"

#: Editor/Src/Commands/AssetsMenu.cpp:625
msgid "Import New Asset"
msgstr "导入新资源"

#: Editor/Src/Commands/AssetsMenu.cpp:625 Editor/Mono/GUI/PackageImport.cs:1
msgid "Import"
msgstr "导入"

#: Editor/Src/Commands/AssetsMenu.cpp:671
msgid "Are you sure you want to reimport all assets?"
msgstr "您确定要重新导入所有资源吗？"

#: Editor/Src/Commands/AssetsMenu.cpp:671
msgid "Rebuilding assets is only used if your project has been corrupted due to an internal Unity bug. It can take several hours to complete, depending on the size of your project. \n\nPlease submit a bug report detailing the steps leading up to here."
msgstr "仅当您的项目由于内部 Unity 错误损坏时才重新生成资源。 可能需要几个小时才能完成这一操作，具体要取决于项目的大小。\n\n请提交一份错误报告，详细说明出现这一情况的步骤。"

#: Editor/Src/Commands/AssetsMenu.cpp:671
msgid "Reimport"
msgstr "重新导入"

#: Editor/Src/Commands/AssetsMenu.cpp:749
msgid "Import package ..."
msgstr "导入包..."

#: Editor/Src/Commands/AssetsMenu.cpp:1021
msgid "New Font"
msgstr "新建字体"

#: Editor/Src/Commands/AssetsMenu.cpp:1027
msgid "New Physic Material"
msgstr "新建物理材质"

#: Editor/Src/Commands/AssetsMenu.cpp:1036
msgid "New Avatar Mask"
msgstr "新建 Avatar 遮罩"

#: Editor/Src/Commands/AssetsMenu.cpp:1039
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:1
msgid "Can't add component"
msgstr "无法添加组件"

#: Editor/Src/Commands/AddComponentMenu.cpp:249
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:250
msgid "Replace existing component?"
msgstr "替换现有组件？"

#: Editor/Src/Commands/AddComponentMenu.cpp:250 Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1
msgid "Replace"
msgstr "替换"

#: Editor/Src/Commands/AddComponentMenu.cpp:250 Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Add"
msgstr "添加"

#: Editor/Src/Commands/AddComponentMenu.cpp:265
msgid "Can't remove component"
msgstr "无法移除组件"

#: Editor/Src/Commands/AddComponentMenu.cpp:430
msgid "Adding a {0} requires removing {1}"
msgstr "添加一个要求移除 {1} 的 {0}"

#: Editor/Src/Commands/AddComponentMenu.cpp:431
msgid "Remove conflicting components?"
msgstr "移除冲突的组件？"

#: Editor/Src/Commands/AddComponentMenu.cpp:431 Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1
msgid "Remove"
msgstr "移除"

#: Editor/Src/Commands/GOParent.cpp:72
msgid "Make Parent"
msgstr "创建父级"

#: Editor/Src/Commands/GOParent.cpp:97
msgid "Clear Parent"
msgstr "清除父对象"

#: Editor/Src/Commands/AnimatorHelper.cpp:57
msgid "Optimize Transform Hierarchy"
msgstr "优化变换层级"

#: Editor/Src/Commands/AnimatorHelper.cpp:57
msgid "To optimize the transform hierarchy the Prefab instance needs to be unpacked."
msgstr "要优化变换层次结构，需要解压缩预制件实例。"

#: Editor/Src/Commands/AnimatorHelper.cpp:57
msgid "Unpack and Optimize"
msgstr "解压缩并优化"

#: Editor/Src/Commands/AnimatorHelper.cpp:73
msgid "Deoptimize Transform Hierarchy"
msgstr "取消变换层级优化"

#: Editor/Src/Commands/AnimatorHelper.cpp:73
msgid "To deoptimize the transform hierarchy the Prefab instance needs to be unpacked."
msgstr "要取消变换层次结构的优化，需要解压缩预制件实例。"

#: Editor/Src/Commands/AnimatorHelper.cpp:73
msgid "Unpack and Deoptimize"
msgstr "解压缩并去优化"

#: Editor/Src/Application/Application.cpp:369
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:369
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:380
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:395
msgid "Graphics card not supported by Unity"
msgstr "Unity 不支持此显卡"

#: Editor/Src/Application/Application.cpp:463
msgid "Creating project folder failed!"
msgstr "创建项目文件夹失败！"

#: Editor/Src/Application/Application.cpp:463
msgid "Creating Project folder failed!"
msgstr "创建项目文件夹失败！"

#: Editor/Src/Application/Application.cpp:463 Modules/PackageManager/Editor/PackageManagerErrors.cpp:96 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:148
msgid "Continue"
msgstr "继续"

#: Editor/Src/Application/Application.cpp:693
msgid "Cannot switch to the Project folder"
msgstr "无法切换到项目文件夹"

#: Editor/Src/Application/Application.cpp:694
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:784 Editor/Src/Application/Application.cpp:1109 /Editor/Src/UnityConnect/UnityConnectInfo.h:34
msgid "Error"
msgstr "错误"

#: Editor/Src/Application/Application.cpp:1109
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:1377
msgid "Code Coverage is enabled"
msgstr "已启用代码覆盖率"

#: Editor/Src/Application/Application.cpp:1377
msgid "Code Coverage collection is enabled for this Unity session. Note that Code Coverage lowers Editor performance.\n\nTo disable Code Coverage, go to Preferences > General and uncheck Enable Code Coverage."
msgstr "已为此 Unity 会话启用了代码覆盖率收集。请注意，代码覆盖率会降低编辑器性能。\n\n要禁用代码覆盖率，请转到“首选项”>“常规”，然后取消选中“启用代码覆盖率”。"

#: Editor/Src/Application/Application.cpp:1377 Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1
msgid "Ok"
msgstr "确定"

#: Editor/Src/Application/Application.cpp:2604
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:2606
msgid "Keep Project?"
msgstr "保持项目？"

#: Editor/Src/Application/Application.cpp:2606
msgid "Keep"
msgstr "保持"

#: Editor/Src/Application/Application.cpp:2606
msgid "Forget"
msgstr "忘记"

#: Editor/Src/Application/Application.cpp:2636 Editor/Mono/SceneHierarchy.cs:1
msgid "Load Scene"
msgstr "加载场景"

#: Editor/Src/Application/Application.cpp:2689
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:2689 [MenuItem]Editor/Mono/EditorApplication.cs:1
msgid "New Scene"
msgstr "新建场景"

#: Editor/Src/Application/Application.cpp:2689 Editor/Mono/SceneHierarchy.cs:1
msgid "Add New Scene"
msgstr "添加新场景"

#: Editor/Src/Application/Application.cpp:2823
msgid "Save the scene in the Assets folder"
msgstr "在资源文件夹中保存场景"

#: Editor/Src/Application/Application.cpp:2823
msgid "The scene needs to be saved inside the Assets folder of your project."
msgstr "需要将场景保存在你项目的资源文件夹中。"

#: Editor/Src/Application/Application.cpp:2829
msgid "Use the .unity extension"
msgstr "使用 .unity 扩展名"

#: Editor/Src/Application/Application.cpp:2829
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:3183
msgid "Out of memory!"
msgstr "内存不足！"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:82
msgid "Object names must match the paths.\n"
msgstr "对象名称必须匹配路径。"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:144 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:785
msgid "Build AssetBundle"
msgstr "生成 AssetBundle"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:210 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:828
msgid "Building Asset Bundle"
msgstr "生成资源包"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:223
msgid "Building AssetBundle was cancelled"
msgstr "已经取消生成 AssetBundle"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:227 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:640 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:846
msgid "Building AssetBundle failed"
msgstr "生成 AssetBundle 失败"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:237 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:855
msgid "Failed to replace file %s"
msgstr "替换文件失败 %s"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:467
msgid "Script assets cannot be included in AssetBundles: \"%s\"."
msgstr "脚本资源无法保存于此 AssetBundles：\"%s\"。"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:479
msgid "Assets in StreamingAssets cannot be included in AssetBundles: \"%s\"."
msgstr "StreamingAssets 中的资源不能被包含在 AssetBundles：\"%s\"。"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:481
msgid "Unrecognized assets cannot be included in AssetBundles: \"%s\"."
msgstr "无法识别的资源不能被包含在 AssetBundles：\"%s\"。"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:484
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:574
msgid "Build streamed scene bundle"
msgstr "生成流式场景包"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:635 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:841
msgid "Building AssetBundles was canceled."
msgstr "已经取消生成 AssetBundles。"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:769
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:986
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:1017
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:1038
msgid "Build License Error While Building Asset Bundles"
msgstr "构建资源包时生成许可证错误"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1044
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:1062
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:1139
msgid "Recompile Error While Building Asset Bundles"
msgstr "生成资源包时重新编译错误"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1174 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1223
msgid "Aborting Build Due to Errors"
msgstr "由于错误而中止构建"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1359 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1424
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:1441
msgid "Asset \"%s\" has been assigned to the same Asset Bundle more than once."
msgstr "资源 \"%s\" 已被多次分配到同一“资产包”。"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1443
msgid "Asset \"%s\" has been assigned to more than one Asset Bundle."
msgstr "资源 \"%s\" 已被分配到多个“资产包”。"

#: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1450
msgid "Script asset \"%s\" cannot be included into AssetBundle \"%s\"."
msgstr "脚本资源 \"%s\" 不能包含进 AssetBundle \"%s\"。"

#: Editor/Src/BuildPipeline/BuildPlayer.cpp:3453
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:3458
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/BuildSerialization.cpp:220
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:222
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:47
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:55
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:62
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:74
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:79
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:163
msgid "Cannot mark assets and scenes in one AssetBundle. AssetBundle name is \"%s\".\n"
msgstr "无法在一个 AssetBundle 标记资源和场景。AssetBundle 名是 \"%s\"。"

#: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:185
msgid "Cannot create folder \"{0}\""
msgstr "无法创建文件夹 \"{0}\""

#: Editor/Src/2D/SpritePacking/SpritePackingUtilities.cpp:510
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:1366
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:1405 Editor/Src/2D/SpriteAtlas/SpriteAtlasAsset.cpp:305
msgid "Sprite Atlas: {0}"
msgstr "Sprite 图集：{0}"

#: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1442
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:1450
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:1464
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:1533
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:149 Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:88
msgid "Packing Sprite Atlas"
msgstr "将 Sprite 图集打包"

#: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:171
msgid "Wrapping up"
msgstr "正在贴图间拼接"

#: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:190
msgid "Saving Sprite Atlas Assets"
msgstr "正在保存 Sprite 图集资源"

#: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:247
msgid "Pack Sprite Atlases"
msgstr "将 Sprite 图集打包"

#: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:353
msgid "Generating variants"
msgstr "正在生成变体"

#: Editor/Src/2D/SpriteAtlas/SpriteAtlasDatabase.cpp:124
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:142
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 Editor-Missing:Missing detected at runtime.
msgid "None (%s)"
msgstr "无 (%s)"

#: Editor/Src/Utility/ObjectNames.cpp:228 Editor-Missing:Missing detected at runtime.
msgid "Missing (%s)"
msgstr "缺失 (%s)"

#: Modules/VirtualTexturingEditor/Utils.cpp:180
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:192
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:207
msgid "Texture Stack dimensions (%d x %d) are not power-of-two"
msgstr "纹理堆栈尺寸 (%d x %d) 不是 2 的幂"

#: Modules/VirtualTexturingEditor/Utils.cpp:222
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:236
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:241
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:248
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:254
msgid "Texture '%s': texture needs to have mips"
msgstr "纹理 '%s'：纹理需要具有 Mip"

#: Modules/VirtualTexturingEditor/Utils.cpp:260
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:266
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:272
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:281
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/PackageManager/Editor/PackageManagerProjectFiles.cpp:85
msgid "Failed to update project manifest."
msgstr "更新项目清单失败。"

#: Modules/PackageManager/Editor/PackageManagerProjectFiles.cpp:89
msgid "Failed to update project manifest: {0}"
msgstr "更新项目清单失败：{0}"

#: Modules/PackageManager/Editor/PackageManagerProjectFiles.cpp:257
msgid "Changes to the read-only files [{0}] are required to continue."
msgstr "需要更改只读文件 [{0}] 才能继续。"

#: Modules/PackageManager/Editor/PackageManagerProjectFiles.cpp:261
msgid "Changes to the read-only files [{0}] are required to continue, would you like to make these files writable?"
msgstr "需要更改只读文件 [{0}] 才能继续，是否要将这些文件设置为可写？"

#: Modules/PackageManager/Editor/PackageManagerProjectFiles.cpp:272
msgid "Could not make the read-only file [{0}] writable."
msgstr "无法使只读文件 [{0}] 可写。"

#: Modules/PackageManager/Editor/PackageManagerProjectFiles.cpp:277
msgid "The files [{0}] may have been modified while loading the project, please make sure to reconcile these changes with your Version Control System."
msgstr "加载项目时可能修改了文件 [{0}]，请务必将这些更改与您的版本控制系统进行协调。"

#: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:154
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:210
msgid "Checking package constraints..."
msgstr "正在检查包约束..."

#: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:220
msgid "Registering packages..."
msgstr "正在注册包..."

#: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:261
msgid "A re-import of the project may be required to fix the issue or a manual modification of {0} file."
msgstr "可能需要重新导入项目才能解决问题或手动修改 {0} 文件。"

#: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:358
msgid "Failed to resolve packages: operation cancelled."
msgstr "解析数据包失败：操作取消。"

#: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:376
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/PackageManagerServer.cpp:72
msgid "Starting Server..."
msgstr "正在启动服务器..."

#: Modules/PackageManager/Editor/PackageManagerServer.cpp:80
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:105
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:115
msgid "Could not establish a connection with the Unity Package Manager local server process. This is most likely due to a proxy or firewall configuration. Make sure the process [{0}] is reachable via HTTP on the IP address 127.0.0.1{1}"
msgstr "无法与 Unity 包管理器本地服务器进程建立连接。这很可能是由代理或防火墙配置造成的。请确保可在 IP 地址 127.0.0.1{1} 上通过 HTTP 访问进程 [{0}]"

#: Modules/PackageManager/Editor/PackageManagerErrors.cpp:95 Modules/Licensing/Module.cpp:351
msgid "Retry"
msgstr "重试"

#: Modules/PackageManager/Editor/PackageManagerErrors.cpp:97
msgid "Diagnose"
msgstr "诊断"

#: Modules/PackageManager/Editor/PackageManagerErrors.cpp:106
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:112
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:117
msgid "Click on Diagnose to launch the Unity Package Manager Diagnostics tool."
msgstr "单击“诊断”以便启动 Unity 包管理器诊断工具。"

#: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:92
msgid "added"
msgstr "已添加"

#: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:98
msgid "updated"
msgstr "已更新"

#: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:100
msgid "{0}{1} from version {2} to {3}\n"
msgstr "{0}{1} 从版本 {2} 到 {3}\n"

#: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:104
msgid "removed"
msgstr "已移除"

#: Modules/PackageManager/Editor/Public/PackageManager.cpp:492
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:494
msgid "Failed to resolve project templates: {0}"
msgstr "解析项目模板失败：{0}"

#: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:210
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:612
msgid "Unknown compression type: %d."
msgstr "未知压缩类型：%d。"

#: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:637
msgid "Unknown container type: %d."
msgstr "未知容器类型：%d。"

#: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:700
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:850
msgid "Could not generate asset {0} from {1}.\n"
msgstr "无法从 {1} 生成资源 {0}。"

#: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:861
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:863
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:877 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:899
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:879 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:901
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:887
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:907
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:933 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:965
msgid "Cannot create resource file for asset: '%s'\n"
msgstr "无法为资源创建资源文件：'%s’"

#: Modules/AssetPipelineEditor/Public/ScriptedImporter.cpp:210
msgid "Asset import failed, \"%s\" > Scripted importer instance could not be created!"
msgstr "资源导入失败，\"%s\" > 无法创建脚本导入器实例！"

#: Modules/AssetPipelineEditor/Public/ScriptedImporter.cpp:228
msgid "Asset import failed, \"%s\" > %s\n%s"
msgstr "资源导入失败， \"%s\" > %s\n%s"

#: Modules/Physics2DEditor/DragAndDrop.cpp:19
msgid "Assign Physics Material 2D %s"
msgstr "指定 2D 物理材质 %s"

#: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:113
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:119
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:144
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:145
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:147
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:150
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:157
msgid "Project Upgrade Required"
msgstr "项目需要升级"

#: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:158
msgid "Upgrade"
msgstr "升级"

#: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:160
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:168 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:181
msgid "New Version of Unity Required"
msgstr "需要新版本 Unity"

#: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:169
msgid "Continue and Risk Data Loss"
msgstr "继续以及数据丢失风险"

#: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:170
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我们可以尝试对资源进行降级读取，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:174
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:177 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:191
msgid "before 5.0"
msgstr "5.0 之前"

#: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:207
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:211
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:213
msgid "Project Rebuild Required"
msgstr "项目需要重新生成"

#: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:213
msgid "Rebuild"
msgstr "重新生成"

#: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:1750
msgid "The source asset could not be found"
msgstr "无法找到源资源"

#: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:1755
msgid "Can't rename to empty name"
msgstr "不能重命名为空的名称"

#: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:1761
msgid "No folder in asset's path"
msgstr "资源路径中没有文件夹"

#: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2136
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:2144
msgid "Failed to create folder"
msgstr "创建文件夹失败"

#: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2170 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:150 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:162 Modules/AssetDatabase/Editor/Public/AssetDatabase.cpp:872
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/AssetDatabaseInternal.cpp:2176
msgid "Cannot create asset {0} while serializing a scripted object. Are you creating assets from the constructor of a serialized object?"
msgstr "无法在序列化一个脚本对象时创建资源 {0}。您是否正在一个已序列化对象的构造函数中创建资源？"

#: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2188
msgid "'%s' is not a valid asset file name."
msgstr "'%s' 不是一个有效的资源文件名。"

#: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2213
msgid "Couldn't create asset file!"
msgstr "无法创建资源文件！"

#: Modules/AssetDatabase/Editor/V2/GuidDB.cpp:133
msgid "Asset file '{0}' and meta file '{1}' has inconsistent casing.\n"
msgstr "资源文件 '{0}' 和元文件 '{1}' 的大小写不一致。\n"

#: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:101
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:109
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源文件，因为 '{0}' 是一个游戏对象！请使用 PrefabUtility 类代替。"

#: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:117
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:200
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:379
msgid "Re-serializing Assets..."
msgstr "重新序列化资源..."

#: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1044
msgid "Object cannot be a GameObject"
msgstr "对象不能是一个游戏对象"

#: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1047
msgid "Object cannot be a Component"
msgstr "对象不能是组件"

#: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1050
msgid "Object must be persistent"
msgstr "对象必须是持久的"

#: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1063
msgid "Cannot create Assets folder"
msgstr "无法创建“资源”文件夹"

#: Modules/AssetDatabase/Editor/Public/AssetPreviews.cpp:127
msgid "Failed to load preview"
msgstr "加载预览失败"

#: Modules/Licensing/Module.cpp:351
msgid "Connection Lost"
msgstr "连接丢失"

#: Modules/Licensing/Module.cpp:351
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:103
msgid "%s Drag"
msgstr "%s 拖拽"

#: Modules/PresetsEditor/PresetDragAndDrop.cpp:126
msgid "Apply Preset %s"
msgstr "应用预设 %s"

#: Modules/PresetsEditor/PresetDragAndDrop.cpp:145
msgid "Set default Preset"
msgstr "设置默认预设"

#: /Runtime/Graphics/LineBuilder.h:154 Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Num Cap Vertices"
msgstr "顶点数量上限"

#: /Runtime/Misc/PlayerSettings.cpp:548 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Android Profiler"
msgstr "Android 探查器"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2823
msgid "IOS Launch Screeni Pad Fill Pct"
msgstr "IOS 启动屏幕 iPad填充 Pct"

#: /Runtime/Shaders/SerializedShaderData.h:886
msgid "Stencil Op Back"
msgstr "模板操作后"

#: /Runtime/Graphics/QualitySettings.cpp:497
msgid "Resolution Scaling FixedDPI Factor"
msgstr "分辨率缩放 FixedDPI 因子"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2844
msgid "IOS Device Requirements"
msgstr "IOS 设备要求"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:199
msgid "Splash Screen Background Portrait"
msgstr "启动画面纵向背景"

#: /Runtime/Misc/BuildSettings.cpp:187
msgid "Enable Dynamic Batching"
msgstr "启用动态批处理"

#: /Editor/Src/Animation/BlendTree.cpp:73 Editor/Mono/Inspector/BlendTreeInspector.cs:1
msgid "Normalized Blend Values"
msgstr "归一化的混合值"

#: /Runtime/Shaders/SerializedShaderData.h:889
msgid "Stencil Ref"
msgstr "模板引用"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3154
msgid "WebGL Emscripten Args"
msgstr "WebGL Emscripten Args"

#: /Editor/Src/AssetPipeline/AssetMetaData.cpp:29 Modules/PackageManagerUI/Editor/UI/Filters/AssetStoreFiltersWindow.cs:1
msgid "Labels"
msgstr "标签"

#: /Runtime/Shaders/Shader.cpp:2079
msgid "Default Textures"
msgstr "默认纹理"

#: /Runtime/Serialize/SerializationTests.cpp:448
msgid "Double Test"
msgstr "双重测试"

#: /Runtime/Graphics/CustomRenderTexture.cpp:671 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Update Zones"
msgstr "更新区域"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2772
msgid "I Phone TargetOS Version"
msgstr "I Phone 目标操作系统版本"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlasAsset.cpp:91
msgid "Importer Data"
msgstr "导入器数据"

#: /Runtime/Camera/RenderSettings.cpp:496 Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Skybox Material"
msgstr "天空盒材质"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3077
msgid "Ps4Play Together Player Count"
msgstr "Ps4Play 共同游戏的玩家数量"

#: /Runtime/Graphics/Mesh/Mesh.cpp:587
msgid "BonesAABB"
msgstr "BonesAABB"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3122
msgid "Ps4attrib Eye To Eye Distance SettingVR"
msgstr "Ps4attrib 目间距 SettingVR"

#: /Editor/Src/Collab/Requests/DiffRevisionsRequests.h:44
msgid "Start RevisionID"
msgstr "起始 RevisionID"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3096
msgid "Ps4Use Resolution Fallback"
msgstr "Ps4Use 分辨率回退"

#: /Runtime/Graphics/LineBuilder.h:174 Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Start Color"
msgstr "起始颜色"

#: /Editor/Src/EditorUserBuildSettings.cpp:178
msgid "Allow Debugging"
msgstr "允许调试"

#: /Runtime/Shaders/SerializedShaderData.h:689
msgid "Z Fail"
msgstr "Z 失败"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:87
msgid "First Vertex"
msgstr "第一个顶点"

#: /Runtime/Shaders/SerializedShaderData.h:901 Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Lighting"
msgstr "照明"

#: /Runtime/Graphics/EnlightenSceneMapping.h:236
msgid "Atlas Size"
msgstr "图集大小"

#: /Runtime/Graphics/LineBuilder.h:175
msgid "End Color"
msgstr "结束颜色"

#: /Runtime/Graphics/Mesh/SubMesh.h:70
msgid "Is Tri Strip"
msgstr "是三角形带"

#: /Editor/Src/SceneManager/SceneManagerSetup.h:23
msgid "Is Sub Scene"
msgstr "是子场景"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3138
msgid "Blur Splash Screen Background"
msgstr "模糊启动画面背景"

#: /Runtime/Shaders/SerializedShaderData.h:891
msgid "Fog Start"
msgstr "雾起始"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlasAsset.cpp:90 Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Master Atlas"
msgstr "主图集"

#: /Runtime/Camera/LightProbes.cpp:35
msgid "Probe Sets"
msgstr "探测器集"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:78
msgid "Coppa Lock"
msgstr "儿童网络隐私锁"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:201
msgid "Terrain Chunk DynamicUVST"
msgstr "地形块 DynamicUVST"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:568
msgid "Num Of Methods"
msgstr "方法数量"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2847
msgid "IOS Metal Force Hard Shadows"
msgstr "IOS Metal Force 硬阴影"

#: /Runtime/Graphics/QualitySettings.cpp:463
msgid "Shadow Cascades"
msgstr "阴影级联"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3163
msgid "WebGL Linker Target"
msgstr "WebGL 链接器目标"

#: /Editor/Src/Animation/Transition.h:56 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Exit Time"
msgstr "退出时间"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2576
msgid "Texture Streaming Enabled"
msgstr "已启用纹理流"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2817
msgid "IOS Launch Screen Fill Pct"
msgstr "IOS 启动屏幕填充 Pct"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:303
msgid "Hash"
msgstr "哈希"

#: /Runtime/Graphics/Texture2D.cpp:1350 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Streaming Mipmaps Priority"
msgstr "流式 Mipmaps 优先级"

#: /Runtime/Director/Core/ExposedReferenceTable.h:24
msgid "References"
msgstr "引用"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2861
msgid "Apple Developer TeamID"
msgstr "Apple 开发者 TeamID"

#: /Runtime/Input/TimeManager.cpp:651
msgid "Render Frame Count"
msgstr "渲染器帧数"

#: /Runtime/Shaders/SerializedShaderData.h:1315
msgid "Flags"
msgstr "标志"

#: /Runtime/Shaders/SerializedShaderData.h:561
msgid "Multi Sampled"
msgstr "多重采样"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3177 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use Deterministic Compilation"
msgstr "使用确定性编译"

#: /Editor/Src/Animation/Transition.cpp:29
msgid "Solo"
msgstr "独立"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:728 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "PSD Remove Matte"
msgstr "PSD 移除遮罩"

#: /Runtime/Misc/PlayerSettings.cpp:766
msgid "Vr Settings"
msgstr "Vr 设置"

#: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:622
msgid "Shaders"
msgstr "着色器"

#: /Runtime/Camera/ShadowSettings.h:31
msgid "Custom Resolution"
msgstr "自定义分辨率"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3229
msgid "Metro Splash Screen Background Color"
msgstr "Metro 启动画面背景颜色"

#: /Editor/Src/Collab/REST/CollabHandler.h:94
msgid "Seat"
msgstr "座位"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:41
msgid "Sampler Bind Point"
msgstr "采样器绑定点"

#: /Runtime/Misc/PlayerSettings.cpp:622
msgid "Allowed Autorotate To Landscape Right"
msgstr "允许自动旋转切换至右横屏"

#: /Runtime/Shaders/SerializedShaderData.h:897
msgid "Gpu ProgramID"
msgstr "Gpu ProgramID"

#: /Runtime/Misc/PlayerSettings.cpp:714 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Enable Type Optimization"
msgstr "Xbox One 启用类型优化"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3179 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use Reference Assemblies"
msgstr "使用引用程序集"

#: /Editor/Src/ProjectUtility.h:98 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Category"
msgstr "分类"

#: /Runtime/Input/InputAxis.h:158
msgid "Joy Num"
msgstr "操作杆编号"

#: /Runtime/Misc/PlayerSettings.cpp:719 PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Queue Command Memory"
msgstr "切换队列命令内存"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:147
msgid "Sprite Generate Fallback Physics Shape"
msgstr "Sprite 生成回退物理形状"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3174
msgid "Incremental Il2cpp Build"
msgstr "增量 Il2cpp 生成"

#: /Runtime/Graphics/Mesh/MeshRenderer.cpp:65
msgid "Enlighten Vertex Stream"
msgstr "Enlighten 顶点流"

#: /Editor/Src/Animation/StateMachine.cpp:867
msgid "Default State"
msgstr "默认状态"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2535
msgid "Session Requirment"
msgstr "会话要求"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:20
msgid "Identifier"
msgstr "标识符"

#: /Editor/Src/LightmapEditorSettings.cpp:150
msgid "PVR Environment Reference Point Count"
msgstr "PVR 环境参考点计数"

#: /Editor/Src/EditorUserBuildSettings.cpp:190
msgid "Explicit Array Bounds Checks"
msgstr "显式数组边界检查"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3227
msgid "Metro Tile Foreground Text"
msgstr "Metro 磁贴前景文本"

#: /Runtime/Graphics/Mesh/MeshTypes.h:33 Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "Weight"
msgstr "权重"

#: /Runtime/Camera/RenderSettings.cpp:488
msgid "Ambient Equator Color"
msgstr "环境赤道颜色"

#: /Editor/Src/EditorSettings.cpp:266
msgid "Cache Server Enable Upload"
msgstr "缓存服务器启用上传"

#: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:107
msgid "Renderer List"
msgstr "渲染器列表"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3218 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Metro Tile Short Name"
msgstr "Metro 磁贴简称"

#: /Runtime/Shaders/SerializedShaderData.h:688
msgid "Fail"
msgstr "失败"

#: /Editor/Src/Animation/StateMachine.cpp:782
msgid "Ordered Transitions"
msgstr "有序过渡"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3186
msgid "Gc Incremental"
msgstr "Gc 增量"

#: /Runtime/Shaders/Shader.cpp:2018
msgid "Decompressed Lengths"
msgstr "解压缩长度"

#: /Runtime/Graphics/QualitySettings.cpp:473
msgid "Anisotropic Textures"
msgstr "各向异性纹理"

#: /Runtime/BaseClasses/TagManager.cpp:238 Editor/Mono/Inspector/TagManagerInspector.cs:1
msgid "Layers"
msgstr "图层"

#: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:90 [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Line"
msgstr "线"

#: /Runtime/Graphics/LOD/LODGroup.cpp:405 Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1
msgid "Enabled"
msgstr "已启用"

#: /Runtime/Graphics/CustomRenderTexture.cpp:665 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Init Color"
msgstr "初始颜色"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:153
msgid "Enlighten Data"
msgstr "Enlighten 数据"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3130 PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Mono Env"
msgstr "Mono 环境"

#: /Runtime/Graphics/Texture2D.cpp:1348 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Streaming Mipmaps"
msgstr "流式 Mipmaps"

#: /Runtime/Camera/ReflectionProbes.cpp:69 Editor/Mono/Inspector/CameraEditor.cs:1
msgid "HDR"
msgstr "HDR"

#: /Runtime/Shaders/SerializedShaderData.h:1447
msgid "Custom Editor Name"
msgstr "自定义编辑器名"

#: /Runtime/Shaders/SerializedShaderData.h:108
msgid "Val"
msgstr "Val"

#: /Runtime/Graphics/EnlightenSceneMapping.h:222
msgid "Radiosity System Hash"
msgstr "辐射率系统哈希"

#: /Editor/Src/EditorSettings.cpp:253
msgid "Disable Cookies In Lightmapper"
msgstr "在光照贴图器中禁用剪影"

#: /Editor/Src/EditorUserBuildSettings.cpp:157
msgid "Architecture Flags"
msgstr "架构标志"

#: /Runtime/Graphics/Renderer.cpp:775
msgid "Static Batch Root"
msgstr "静态批处理根"

#: /Runtime/Graphics/TrailRenderer.cpp:494 Editor/Mono/Inspector/TrailRendererEditor.cs:1
msgid "Time"
msgstr "时间"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:146
msgid "Baked Reflection Probe Cubemap Cache Files"
msgstr "烘焙反射探测器立方体贴图缓存文件"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3259
msgid "Xbox One Game Rating"
msgstr "Xbox One 游戏评级"

#: /Runtime/Math/AnimationCurve.h:301
msgid "Tangent Mode"
msgstr "切线模式"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2845 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "IOSURL Schemes"
msgstr "IOS URL 方案"

#: /Editor/Src/Animation/StateMachine.cpp:344
msgid "Speed Parameter"
msgstr "速度参数"

#: /Runtime/2D/Common/SpriteTypes.h:93 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Length"
msgstr "长度"

#: /Runtime/Camera/OcclusionCullingSettings.cpp:142 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "Smallest Hole"
msgstr "最小孔"

#: /Runtime/Math/Rect.h:237
msgid "Xmax"
msgstr "Xmax"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3148
msgid "WebGL Memory Size"
msgstr "WebGL 内存大小"

#: /Runtime/BaseClasses/GameObject.cpp:1100
msgid "Static Editor Flags"
msgstr "静态编辑器标志"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:358
msgid "Ray Tracing Shader Param"
msgstr "射线追踪着色器参数"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2929
msgid "Build Target GraphicsAP Is"
msgstr "生成目标 GraphicsAP 是"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3149
msgid "WebGL Exception Support"
msgstr "WebGL 异常支持"

#: /Runtime/Camera/ReflectionProbes.cpp:88
msgid "Baked Texture"
msgstr "烘焙纹理"

#: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:87
msgid "Message Details"
msgstr "消息细节"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2748 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Strip Engine Code"
msgstr "剥离引擎代码"

#: /Runtime/Graphics/QualitySettings.cpp:477 Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Realtime Reflection Probes"
msgstr "实时反射探测器"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:287
msgid "Start Line"
msgstr "起始线"

#: /Editor/Src/BuildPipeline/BuildSerialization.h:77
msgid "Namespace Name"
msgstr "命名空间名称"

#: /Runtime/Shaders/SerializedShaderData.h:888
msgid "Stencil Write Mask"
msgstr "模板写入遮罩"

#: /Editor/Src/SceneObjectIdentifier.h:50
msgid "Target Prefab"
msgstr "目标预制件"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:220
msgid "Virtual Reality Splash Screen"
msgstr "虚拟现实启动画面"

#: /Runtime/Graphics/LightingSettings.cpp:89
msgid "AO"
msgstr "AO"

#: /Editor/Src/Collab/REST/CollabHandler.h:42
msgid "Revision Id"
msgstr "修订 Id"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2727
msgid "Build Number"
msgstr "内部版本号"

#: /Runtime/Misc/PlayerSettings.cpp:789
msgid "Android Max Aspect Ratio"
msgstr "Android 最大纵横比"

#: /Runtime/Graphics/LOD/LODGroup.cpp:403
msgid "LO Ds"
msgstr "LO Ds"

#: /Runtime/Camera/Projector.cpp:375
msgid "Near Clip Plane"
msgstr "近剪裁平面"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:49
msgid "Bind Point"
msgstr "绑定点"

#: /Editor/Src/EditorUserBuildSettings.cpp:221
msgid "SelectedWSA MinUWPSDK"
msgstr "SelectedWSA MinUWPSDK"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:699
msgid "Automatic Texture Format"
msgstr "自动纹理格式"

#: /Runtime/BaseClasses/PPtr.h:356
msgid "FileID"
msgstr "FileID"

#: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:45
msgid "New Size"
msgstr "新尺寸"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3219
msgid "Metro Tile Show Name"
msgstr "Metro 磁贴显示名称"

#: /Runtime/Camera/GraphicsSettings.cpp:507
msgid "Sprites Default Material"
msgstr "Sprites 默认材料"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3092 PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Player Prefs Support"
msgstr "玩家偏好设定支持"

#: /Runtime/Misc/PlayerSettings.cpp:660 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use Mac App Store Validation"
msgstr "使用 Mac 应用程序商店验证"

#: /Editor/Src/LightmappingAnalyticsData.h:91 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Ambient Occlusion"
msgstr "环境光遮蔽"

#: /Runtime/Graphics/SpriteFrame.cpp:246
msgid "Physics Shape"
msgstr "物理形状"

#: /Editor/Src/Scripting/EditorOnlyScriptingSettings.cpp:66
msgid "Define Symbols"
msgstr "定义符号"

#: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:201
msgid "Adaptive Mode Threshold"
msgstr "自适应模式阈值"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3164
msgid "WebGL Threads Support"
msgstr "WebGL 线程支持"

#: /Editor/Src/Animation/Transition.cpp:26
msgid "Conditions"
msgstr "条件"

#: /Runtime/Graphics/QualitySettings.cpp:474
msgid "Anti Aliasing"
msgstr "抗锯齿"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:100
msgid "Enable Mip Map"
msgstr "启用 Mip 贴图"

#: /Runtime/Graphics/LightingSettings.cpp:87 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Texture Compression"
msgstr "纹理压缩"

#: /Runtime/BaseClasses/BaseObject.cpp:855
msgid "Object Hide Flags"
msgstr "对象隐藏标识"

#: /Runtime/Misc/PlayerSettings.cpp:680
msgid "D3d11Fullscreen Mode"
msgstr "D3d11Fullscreen 模式"

#: /Editor/Src/Animation/BlendTree.cpp:70
msgid "Min Threshold"
msgstr "最小阈值"

#: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:58 Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1
msgid "Parameters"
msgstr "参数"

#: /Editor/Src/LightmapEditorSettings.cpp:170
msgid "PVR Filtering Atrous Position Sigma Indirect"
msgstr "PVR 过滤 Atrous 位置 Sigma 间接"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2941
msgid "Build Target Group Lightmap Encoding Quality"
msgstr "生成目标组光照贴图编码质量"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3082
msgid "Ps4Application Param4"
msgstr "Ps4Application Param4"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3173 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Managed Stripping Level"
msgstr "托管剥离级别"

#: /Runtime/Camera/GraphicsSettings.cpp:329
msgid "Use Cascaded Shadow Maps"
msgstr "使用级联阴影贴图"

#: /Runtime/Graphics/SpriteFrame.cpp:160
msgid "Pixels To Units"
msgstr "像素到单位"

#: /Editor/Src/Animation/StateMachine.cpp:345
msgid "Mirror Parameter"
msgstr "镜像参数"

#: /Runtime/Graphics/Mesh/VertexData.h:124 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Format"
msgstr "格式"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3059
msgid "Ps4Video Out Base Mode Initial Width"
msgstr "Ps4Video 输出基本模式初始宽度"

#: /Runtime/Geometry/AABB.h:247 Editor/Mono/EditorGUI.cs:1
msgid "Center"
msgstr "中心"

#: /Runtime/Input/InputManager.cpp:307
msgid "Current Key State"
msgstr "当前关键状态"

#: /Editor/Src/EditorUserBuildSettings.cpp:152
msgid "Build Location"
msgstr "生成位置"

#: /Editor/Src/EditorSettings.cpp:198
msgid "Etc Texture Fast Compressor"
msgstr "Etc 纹理快速压缩器"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:605
msgid "After Method Execution Orders"
msgstr "方法执行顺序之后"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3484
msgid "Editor Only Player Settings"
msgstr "仅限于编辑器的播放器设置"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:291
msgid "From Other"
msgstr "从其它"

#: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:100
msgid "Platform Define"
msgstr "平台定义"

#: /Runtime/Camera/ReflectionProbes.cpp:71 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Render Dynamic Objects"
msgstr "渲染动态对象"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:22
msgid "Attribute Size In Bytes"
msgstr "属性大小（以字节为单位）"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:112
msgid "Convert To Normal Map"
msgstr "转换为法线贴图"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:165 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Show Unity Splash Logo"
msgstr "显示 Unity 启动徽标"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3057
msgid "Ps4Video Out Pixel Format"
msgstr "Ps4Video 输出像素格式"

#: /Runtime/Camera/GraphicsSettings.cpp:465 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Lightmap Keep Subtractive"
msgstr "光照贴图保持弱色化"

#: /Editor/Src/Prefabs/PrefabMerging.h:58
msgid "Modifications"
msgstr "修改"

#: /Editor/Src/EditorUserSettings.cpp:203
msgid "Config Settings"
msgstr "配置设置"

#: /Runtime/Graphics/EnlightenSceneMapping.h:209 Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Instance Hash"
msgstr "实例哈希"

#: /Runtime/Graphics/EnlightenSceneMapping.h:248
msgid "Terrain Chunks"
msgstr "地形块"

#: /Runtime/Graphics/QualitySettings.cpp:469 Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Skin Weights"
msgstr "蒙皮权重"

#: /Editor/Src/EditorUserSettings.cpp:221
msgid "VC Debug Com"
msgstr "VC 调试 通讯"

#: /Runtime/Camera/ReflectionProbes.cpp:65
msgid "Back Ground Color"
msgstr "背景颜色"

#: /Runtime/Shaders/SerializedShaderData.h:887
msgid "Stencil Read Mask"
msgstr "模板读取遮罩"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:192
msgid "Splash Screen Background Landscape Uvs"
msgstr "启动画面横向背景 Uvs"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:149 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Padding"
msgstr "填充"

#: /Runtime/Shaders/SerializedShaderData.h:1313
msgid "Attributes"
msgstr "特性"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:90
msgid "Vt Only"
msgstr "仅虚拟纹理"

#: /Runtime/Shaders/SerializedShaderData.h:605
msgid "Name Index"
msgstr "名称索引"

#: /Editor/Src/Animation/StateMachine.cpp:865
msgid "Exit Position"
msgstr "退出位置"

#: /Editor/Src/EditorUserSettings.cpp:230
msgid "VC Password"
msgstr "VC 密码"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2904 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Enable Banner"
msgstr "Android 启用横幅"

#: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:56
msgid "Effect Name"
msgstr "效果名称"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:188
msgid "Splash Screen Logo Animation Zoom"
msgstr "启动画面徽标动画缩放"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3223
msgid "Metro Support Streaming Install"
msgstr "Metro 支持流安装"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3066
msgid "Ps4Icon Images Folder"
msgstr "Ps4Icon 图像文件夹"

#: /Runtime/2D/Common/SpriteRenderData.cpp:16 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Name"
msgstr "名称"

#: /Runtime/Shaders/SerializedShaderData.h:635
msgid "UAV Params"
msgstr "UAV 参数"

#: /Runtime/Graphics/CubemapTexture.cpp:445
msgid "Source Textures"
msgstr "源紋理"

#: /Editor/Src/SceneObjectIdentifier.h:49
msgid "Target Object"
msgstr "目标对象"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3115
msgid "Ps4attrib Share Support"
msgstr "Ps4attrib 共享支持"

#: /Editor/Src/Prefabs/PropertyModificationTests.cpp:258
msgid "Param4"
msgstr "Param4"

#: /Runtime/Input/InputAxis.h:134
msgid "Descriptive Negative Name"
msgstr "描述负向名称"

#: /Runtime/Misc/BuildSettings.cpp:221
msgid "Script Hashes"
msgstr "脚本哈希"

#: /Runtime/Graphics/QualitySettings.cpp:460 Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1
msgid "Shadows"
msgstr "阴影"

#: /Runtime/Graphics/QualitySettings.cpp:475 Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Soft Particles"
msgstr "软粒子"

#: /Runtime/Shaders/SerializedShaderData.h:1312 Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "Description"
msgstr "描述"

#: /Runtime/Graphics/Renderer.cpp:784 Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Light Probe Volume Override"
msgstr "光照探测器体覆盖"

#: /Runtime/Camera/ReflectionProbes.cpp:60 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Box Offset"
msgstr "盒偏移"

#: /Runtime/Input/InputAxis.h:157 Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Axis"
msgstr "轴"

#: /Editor/Src/LightmappingAnalyticsData.h:95 Editor-Missing:Missing detected at runtime.
msgid "Enlighten"
msgstr "Enlighten"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2533
msgid "Usages"
msgstr "用法"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2892
msgid "Android Keystore Name"
msgstr "Android 密钥库名称"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3171 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Scripting Backend"
msgstr "脚本后端"

#: /Runtime/Shaders/SerializedShaderData.h:732
msgid "Dest Blend"
msgstr "目标混合"

#: /Editor/Src/BuildPipeline/BuildSerialization.h:96
msgid "Used Scripts"
msgstr "已使用的脚本"

#: /Runtime/Camera/RenderSettings.cpp:498 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1
msgid "Flare Strength"
msgstr "眩光强度"

#: /Runtime/Serialize/BuildUsageTags.h:87
msgid "Stripped Prefab Object"
msgstr "剥离的预制件对象"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3155
msgid "WebGL Modules Directory"
msgstr "WebGL 模块目录"

#: /Runtime/Camera/RenderSettings.cpp:507 Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Custom Reflection"
msgstr "自定义反射"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3273 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Override Identity Publisher"
msgstr "Xbox One 覆盖 Identity Publisher"

#: /Editor/Src/LightmappingAnalyticsData.h:88 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Compress Lightmaps"
msgstr "压缩光照贴图"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:190
msgid "Splash Screen Background Landscape Aspect"
msgstr "启动画面横向背景比例"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3228 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Metro Tile Background Color"
msgstr "Metro 磁贴背景颜色"

#: /Runtime/Serialize/TransferUtilityPerformanceTests.cpp:74
msgid "Embedded"
msgstr "嵌入式"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2503
msgid "Has Billboard"
msgstr "有广告牌"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:75
msgid "Organization Name"
msgstr "组织名称"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:43
msgid "Overridden"
msgstr "已覆盖"

#: /Runtime/2D/Common/SpriteRenderData.cpp:359
msgid "Sprite Render Data"
msgstr "Sprite 渲染数据"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3264
msgid "Xbox One Sockets"
msgstr "Xbox One 套接字"

#: /Runtime/PreloadManager/PreloadData.cpp:16
msgid "Explicit Data Layout"
msgstr "显式数据布局"

#: /Runtime/Camera/GraphicsSettings.cpp:485 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Depth Normals"
msgstr "深度法线"

#: /Runtime/BaseClasses/ObjectDefines.h:405
msgid "FULL_TYPENAME_"
msgstr "FULL_TYPENAME_"

#: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:19 Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Width"
msgstr "宽度"

#: /Runtime/2D/Common/SpriteTypes.h:92 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Rotation"
msgstr "旋转"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2505
msgid "LOD Settings"
msgstr "LOD设置"

#: /Runtime/BaseClasses/EditorExtension.cpp:80
msgid "Extension Ptr"
msgstr "扩展 Ptr"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2805
msgid "TvOS Small Icon Layers"
msgstr "TvOS 小图标图层"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2746 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Aot Options"
msgstr "Aot 选项"

#: /Editor/Src/EditorExtensionImpl.cpp:35
msgid "Template Father"
msgstr "父模板"

#: /Runtime/Camera/GraphicsSettings.cpp:433
msgid "Min Luminance"
msgstr "最小亮度"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3165
msgid "WebGL Decompression Fallback"
msgstr "WebGL 解压缩回退"

#: /Runtime/Graphics/LightmapSettings.cpp:89
msgid "Lighting Settings"
msgstr "光照设置"

#: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:24
msgid "Game Objects"
msgstr "游戏对象"

#: /Editor/Src/UnityConnect/UnityErrors.h:110 Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Priority"
msgstr "优先级"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:8
msgid "Texture Importer Settings"
msgstr "纹理导入器设置"

#: /Runtime/Graphics/Texture2D.cpp:1363
msgid "Lightmap Format"
msgstr "光照贴图格式"

#: /Runtime/Shaders/UnityPropertySheet.cpp:201
msgid "Tex Envs"
msgstr "纹理环境"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:167
msgid "Api Mask"
msgstr "API 遮罩"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:74
msgid "Cache Key"
msgstr "缓存密钥"

#: /Editor/Src/LightmappingAnalyticsData.h:111 Editor/Mono/Inspector/AudioReverbZoneEditor.cs:1
msgid "Max Distance"
msgstr "最大距离"

#: /Editor/Src/Collab/Requests/RevisionRequests.h:70
msgid "Current RevisionID"
msgstr "当前 RevisionID"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:36
msgid "Human Mask"
msgstr "人遮罩"

#: /Runtime/Graphics/Texture2D.cpp:1344
msgid "Is Pre Processed"
msgstr "已预处理"

#: /Editor/Src/LightmapEditorSettings.cpp:148 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "PVR Bounces"
msgstr "PVR 反弹"

#: /Runtime/Misc/PlayerSettings.cpp:761
msgid "Xbox One Disable Kinect Gpu Reservation"
msgstr "Xbox One 禁用 Kinect GPU 预留"

#: /Runtime/Camera/RenderSettings.cpp:576
msgid "Mixed Shadow Color"
msgstr "混合阴影颜色"

#: /Runtime/Graphics/Texture2D.cpp:1321
msgid "Complete Image Size"
msgstr "完全图像大小"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2754
msgid "Create Wallpaper"
msgstr "创建墙纸"

#: /Runtime/Graphics/QualitySettings.cpp:489
msgid "Streaming Mipmaps Max Level Reduction"
msgstr "流式 Mipmaps 最大级别降低"

#: /Runtime/Graphics/LOD/LODGroup.cpp:412 Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Renderer"
msgstr "渲染器"

#: /Editor/Src/Animation/StateMachine.cpp:309
msgid "Transitions"
msgstr "过渡"

#: /Runtime/Graphics/EnlightenSceneMapping.h:245
msgid "Systems"
msgstr "系统"

#: /Runtime/Graphics/LightingSettings.cpp:143
msgid "PVR Denoiser Type Indirect"
msgstr "PVR 间接型降噪器"

#: /Runtime/Graphics/CustomRenderTexture.cpp:678 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Wrap Update Zones"
msgstr "贴图间拼接更新区域"

#: /Runtime/Camera/GraphicsSettings.cpp:326
msgid "UseHDR"
msgstr "UseHDR"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:607
msgid "After Assemblies Loaded Method Execution Orders"
msgstr "程序集加载方法执行顺序之后"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:722 Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Output"
msgstr "输出"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3107
msgid "Ps4Patch Pkg Path"
msgstr "Ps4Patch 包路径"

#: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:40
msgid "Slopes"
msgstr "斜度"

#: /Editor/Src/EditorSettings.cpp:228 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Asset Naming Uses Space"
msgstr "资源命名使用空间"

#: /Runtime/Misc/ResourceManager.cpp:642 Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Object"
msgstr "对象"

#: /Runtime/Math/Rect.h:238
msgid "Ymax"
msgstr "Ymax"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:604
msgid "Before Method Execution Orders"
msgstr "方法执行顺序之前"

#: /Editor/Src/LightmapEditorSettings.cpp:121 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "AO Max Distance"
msgstr "AO 最大距离"

#: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:51
msgid "Class"
msgstr "类"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:609
msgid "Before Splash Screen Method Execution Orders"
msgstr "启动画面方法执行顺序之前"

#: /Editor/Src/BuildPipeline/BuildSerialization.h:100
msgid "Scene Path Names"
msgstr "场景路径名称"

#: /Editor/Src/Collab/Requests/DiffRevisionsRequests.h:47
msgid "End RevisionID"
msgstr "结束 RevisionID"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2851
msgid "MetalAPI Validation"
msgstr "MetalAPI 验证"

#: /Runtime/Camera/RenderSettings.cpp:482 Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Fog Mode"
msgstr "雾模式"

#: /Editor/Src/EditorUserBuildSettings.cpp:189
msgid "Explicit Divide By Zero Checks"
msgstr "显式除以零检查"

#: /Runtime/Misc/PlayerSettings.cpp:665
msgid "Xbox Enable Avatar"
msgstr "Xbox 启用 Avatar"

#: /Editor/Src/Collab/Jobs/CollabRevertFileAsyncJob.h:72
msgid "Reverts"
msgstr "恢复"

#: /Editor/Src/AssetPipeline/AssetImporter.h:91
msgid "Assembly"
msgstr "程序集"

#: /Runtime/Transform/RectTransform.cpp:199
msgid "Size Delta"
msgstr "大小增量"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:144
msgid "Light Baking Outputs"
msgstr "灯光烘烤输出"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:285
msgid "Platform Mask"
msgstr "平台遮罩"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:109 Editor/Mono/Inspector/RayTracingShaderInspector.cs:1
msgid "Index"
msgstr "索引"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:299
msgid "IsGLSL"
msgstr "IsGLSL"

#: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:60
msgid "Enable Wet Mix"
msgstr "启用湿混合"

#: /Runtime/Graphics/QualitySettings.cpp:531
msgid "Quality Settings"
msgstr "质量设置"

#: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:92
msgid "Runtime Error"
msgstr "运行时错误"

#: /Editor/Src/Collab/Requests/DownloadRequests.h:59 Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Target"
msgstr "目标"

#: /Runtime/Graphics/Mesh/Mesh.cpp:700
msgid "Skin"
msgstr "蒙皮"

#: /Runtime/Graphics/CubemapArrayTexture.cpp:521
msgid "Cubemap Count"
msgstr "立方体贴图数目"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2485 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Enable Bump"
msgstr "启用凹凸"

#: /Runtime/Shaders/SerializedShaderData.h:163 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "X"
msgstr "X"

#: /Runtime/Camera/OcclusionCullingSettings.cpp:110
msgid "SceneGUID"
msgstr "SceneGUID"

#: /Runtime/Camera/Projector.cpp:381 Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Orthographic Size"
msgstr "正交尺寸"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:292
msgid "Force Sync Compilation"
msgstr "强制同步编译"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2730 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Bundle Version Code"
msgstr "Android Bundle 版本码"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:162 Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Source"
msgstr "源"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3239
msgid "MetroFTA File Types"
msgstr "MetroFTA 文件类型"

#: /Editor/Src/Animation/Transition.h:51
msgid "Condition Mode"
msgstr "条件模式"

#: /Runtime/Shaders/SerializedShaderData.h:1320
msgid "Def Texture"
msgstr "定义纹理"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3266 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Splash Screen"
msgstr "Xbox One 启动画面"

#: /Editor/Src/Animation/Transition.cpp:202
msgid "User Name"
msgstr "用户名"

#: /Runtime/Misc/BuildSettings.cpp:182
msgid "Has Publishing Rights"
msgstr "有发布权利"

#: /Editor/Src/EditorUserBuildSettings.cpp:184
msgid "Compress With Ps Arc"
msgstr "使用 Ps Arc 压缩"

#: /Runtime/Serialize/SerializationTests.cpp:450
msgid "Struct"
msgstr "结构"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:84
msgid "Cube Intermediate Size"
msgstr "立方体中等大小"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:154
msgid "Enable Tight Packing"
msgstr "启用紧密打包"

#: /Editor/Src/Animation/StateMachine.cpp:850
msgid "Any State Transitions"
msgstr "任意状态过渡"

#: /Runtime/Shaders/SerializedShaderData.h:636
msgid "Samplers"
msgstr "采样器"

#: /Runtime/Camera/ReflectionProbes.cpp:66 Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Culling Mask"
msgstr "剔除遮罩"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:101
msgid "Global Keywords"
msgstr "全局关键字"

#: /Runtime/Camera/ReflectionProbes.cpp:61
msgid "Near Clip"
msgstr "近剪裁"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2560
msgid "Version Code"
msgstr "版本代码"

#: /Runtime/Transform/Transform.cpp:1233
msgid "Father"
msgstr "父"

#: /Runtime/Camera/LightBakingOutput.h:46
msgid "Lightmap Bake Mode"
msgstr "光照贴图烘焙模式"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2863
msgid "TvOS Manual Signing Provisioning ProfileID"
msgstr "TvOS 手动签名配置文件 ID"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:667
msgid "Texture Import Instructions"
msgstr "纹理导入说明"

#: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:38
msgid "Baseid"
msgstr "Baseid"

#: /Editor/Src/EditorSettings.cpp:213 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enable Texture Streaming In Edit Mode"
msgstr "在编辑模式下启用纹理流"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:133
msgid "Lightmaps Cache Files"
msgstr "光照贴图缓存文件"

#: /Editor/Src/Animation/StateMachine.h:199
msgid "State Machine"
msgstr "状态机"

#: /Runtime/Utilities/BitSetSerialization.h:24
msgid "Bit Count"
msgstr "位数"

#: /Editor/Src/EditorSettings.cpp:191
msgid "Default Behavior Mode"
msgstr "默认行为模式"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:175
msgid "Apply Gamma Decoding"
msgstr "应用伽马解码"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2534 PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Template Name"
msgstr "模板名称"

#: /Runtime/Shaders/Shader.cpp:2017
msgid "Compressed Lengths"
msgstr "压缩长度"

#: /Runtime/Misc/PlayerSettings.cpp:733
msgid "Vulkan Enable SetSRGB Write"
msgstr "Vulkan 启用 SetSRGB 写入"

#: /Editor/Src/Animation/BlendTree.cpp:75 Editor/Mono/Inspector/BlendTreeInspector.cs:1
msgid "Blend Type"
msgstr "混合类型"

#: /Editor/Src/AssetPipeline/PrefabImporter.cpp:577
msgid "Added Object FileI Ds"
msgstr "已添加对象文件 ID"

#: /Editor/Src/SceneManager/SceneManagerSetup.h:21
msgid "Is Loaded"
msgstr "是加载的"

#: /Editor/Src/EditorUserBuildSettings.cpp:176
msgid "Connect Profiler"
msgstr "连接探查器"

#: /Runtime/Graphics/LightingSettings.cpp:67
msgid "Enable Baked Lightmaps"
msgstr "启用烘焙光照贴图"

#: /Runtime/Graphics/Texture2D.cpp:1360
msgid "Image Count"
msgstr "图像数"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:136
msgid "NPOT Scale"
msgstr "NPOT 缩放"

#: /Runtime/Shaders/Shader.cpp:1936
msgid "Parsed Form"
msgstr "解析形式"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3118
msgid "Ps4video Recording Features Used"
msgstr "使用的 Ps4video 录制功能"

#: /Editor/Src/SceneVisibility/SceneDataContainer.cpp:9
msgid "Scene Data Container"
msgstr "场景数据容器"

#: /Runtime/Serialize/SerializationMetaFlags.h:9
msgid "Varname"
msgstr "Varname"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2500 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Hue Variation"
msgstr "色调变体"

#: /Editor/Src/EditorSettings.cpp:262
msgid "Cache Server Mode"
msgstr "缓存服务器模式"

#: /Runtime/Serialize/Blobification/BlobTests.cpp:149
msgid "Int Value2"
msgstr "Int Value2"

#: /Runtime/Graphics/Renderer.cpp:801 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Lightmap Parameters"
msgstr "光照贴图参数"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:48 Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "IK Pass"
msgstr "IK 处理"

#: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:68
msgid "Parameter Name"
msgstr "参数名"

#: /Editor/Src/UnityConnect/UnityConnectInfo.h:33
msgid "Show Login Window"
msgstr "显示登录窗口"

#: /Runtime/Math/Rect.h:235
msgid "Xmin"
msgstr "Xmin"

#: /Runtime/Camera/Camera.cpp:4715 Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Camera"
msgstr "摄像机"

#: /Runtime/Shaders/ShaderLivelinkCommon.h:60
msgid "Shader Name"
msgstr "着色器名称"

#: /Runtime/Misc/PlayerSettings.cpp:866
msgid "TargetIOS Graphics"
msgstr "TargetIOS 图形"

#: /Runtime/Shaders/ComputeShader.cpp:1309
msgid "Compilation Context"
msgstr "编译上下文"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2445
msgid "Kind"
msgstr "种类"

#: /Runtime/Graphics/Mesh/VertexData.h:122
msgid "Stream"
msgstr "流"

#: /Runtime/Shaders/SerializedShaderData.h:588
msgid "Vector Members"
msgstr "矢量成员"

#: /Runtime/Geometry/AABB.h:248 Editor/Mono/EditorGUI.cs:1
msgid "Extent"
msgstr "范围"

#: /Runtime/Graphics/TrailRenderer.cpp:502 Editor/Mono/Inspector/TrailRendererEditor.cs:1
msgid "Emitting"
msgstr "正在发射"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:610
msgid "Subsystem Registration Unity Method Execution Orders"
msgstr "子系统注册 Unity 方法执行顺序"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3443
msgid "I Phone Bundle Identifier"
msgstr "I Phone Bundle 标识符"

#: /Runtime/Graphics/LightingSettings.cpp:138
msgid "PVR EnvironmentMIS"
msgstr "PVR EnvironmentMIS"

#: /Runtime/Graphics/RenderTexture.h:325
msgid "BindMS"
msgstr "BindMS"

#: /Runtime/Graphics/TextureSettings.cpp:127
msgid "Aniso"
msgstr "各向异性"

#: /Runtime/Graphics/QualitySettings.cpp:461
msgid "Shadow Resolution"
msgstr "阴影分辨率"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2553
msgid "Sign Package"
msgstr "签名包"

#: /Runtime/2D/Common/SpriteRenderData.cpp:381
msgid "Uv"
msgstr "Uv"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:100
msgid "Full Weights"
msgstr "全高"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:88
msgid "Vertex Count"
msgstr "顶点数"

#: /Editor/Src/EditorUserBuildSettings.cpp:187
msgid "Force Installation"
msgstr "强制安装"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2950 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Action On Dot Net Unhandled Exception"
msgstr "发生 .Net 未处理异常时行动"

#: /Runtime/Misc/PlayerSettings.cpp:608 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Mip Stripping"
msgstr "Mip 剥离"

#: /Runtime/Camera/Flare.cpp:74
msgid "Elements"
msgstr "元素"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3161
msgid "WebGL Wasm Arithmetic Exceptions"
msgstr "WebGL Wasm 算术异常"

#: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:46
msgid "Downscale Multiplier"
msgstr "缩减倍数"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:354
msgid "Has Surface Shaders"
msgstr "有表面着色器"

#: /Editor/Src/EditorUserBuildSettings.cpp:207
msgid "Build App Bundle"
msgstr "生成应用程序资源包"

#: /Runtime/Serialize/SerializationTests.cpp:64
msgid "Float Property Missing"
msgstr "浮动属性缺失"

#: /Runtime/Shaders/SerializedShaderData.h:882
msgid "Alpha To Mask"
msgstr "Alpha 转遮罩"

#: /Runtime/Shaders/SerializedShaderData.h:1445
msgid "Sub Shaders"
msgstr "子着色器"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2888
msgid "Android Target Architectures"
msgstr "Android 目标架构"

#: /Editor/Src/WebSocketClient/Message.h:49 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Channel"
msgstr "通道"

#: /Runtime/Camera/GraphicsSettings.cpp:486 Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Motion Vectors"
msgstr "运动矢量"

#: /Runtime/Graphics/Mesh/VertexData.h:123 Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Offset"
msgstr "偏移"

#: /Runtime/Misc/PlayerSettings.cpp:711
msgid "Xbox One Logging Level"
msgstr "Xbox One 日志级别"

#: /Runtime/Misc/PlayerSettings.cpp:575 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Default Screen Height"
msgstr "默认屏幕高度"

#: /Editor/Src/LightmappingAnalyticsData.h:104 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Ray Count"
msgstr "射线数"

#: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:162
msgid "Edges"
msgstr "边缘"

#: /Runtime/Misc/PlayerSettings.cpp:614
msgid "Stack Trace Types"
msgstr "堆栈跟踪类型"

#: /Runtime/Camera/GraphicsSettings.cpp:466 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Fog Keep Linear"
msgstr "雾保持线性"

#: /Runtime/Misc/PlayerSettings.cpp:720 PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Queue Control Memory"
msgstr "切换队列控制内存"

#: /Runtime/Graphics/LightmapData.h:39 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Lightmap"
msgstr "光照贴图"

#: /Runtime/Input/TimeManager.cpp:560 Editor/Mono/Inspector/TimeManagerInspector.cs:1
msgid "Maximum Allowed Timestep"
msgstr "最大允许时间步进"

#: /Runtime/Camera/GraphicsSettings.cpp:344 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Automatic"
msgstr "自动"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3225
msgid "Metro Last Required Scene"
msgstr "Metro 最后一个需要的场景"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2561
msgid "Version Name"
msgstr "版本名称"

#: /Editor/Src/Utility/SerializedPropertyTests.cpp:253
msgid "Same Layout"
msgstr "相同布局"

#: /Editor/Src/Prefabs/PropertyModificationTests.cpp:280
msgid "Param2"
msgstr "Param2"

#: /Runtime/Camera/OcclusionCullingData.cpp:75
msgid "Size Portals"
msgstr "大小门户"

#: /Runtime/Misc/PlayerSettings.cpp:644 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Capture Single Screen"
msgstr "捕捉单一屏幕"

#: /Runtime/Misc/PlayerSettings.cpp:655 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use Player Log"
msgstr "使用播放器日志"

#: /Runtime/Camera/Flare.cpp:946
msgid "Brightness"
msgstr "亮度"

#: /Editor/Src/InspectorExpandedState.cpp:185
msgid "Inspector Expanded"
msgstr "检查器已展开"

#: /Runtime/Graphics/LOD/LODGroup.cpp:389 Editor/Mono/EditorGUI.cs:1
msgid "Size"
msgstr "大小"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:148
msgid "Baked Reflection Probes"
msgstr "烘焙反射探测器"

#: /Runtime/Shaders/Material.cpp:207
msgid "Shader Keywords"
msgstr "着色器关键字"

#: /Runtime/Serialize/SerializationTests.cpp:54
msgid "Float Property"
msgstr "浮动属性"

#: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:45
msgid "Uv Transform"
msgstr "Uv 变换"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3102
msgid "Ps4Script Optimization Level"
msgstr "Ps4Script 优化等级"

#: /Runtime/Camera/ReflectionProbes.cpp:72 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Use Occlusion Culling"
msgstr "使用遮挡剔除"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2927
msgid "Build Target Graphics Jobs"
msgstr "构建目标平台的图形作业"

#: /Runtime/Misc/PlayerSettings.cpp:678
msgid "Mac Fullscreen Mode"
msgstr "Mac 全屏模式"

#: /Runtime/Camera/RenderSettings.cpp:489
msgid "Ambient Ground Color"
msgstr "环境地面颜色"

#: /Runtime/Misc/PlayerSettings.cpp:662 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Mac App Store Category"
msgstr "Mac 应用商店类别"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3074
msgid "Ps4N Ptitle Dat Path"
msgstr "Ps4N Ptitle Dat 路径"

#: /Runtime/Camera/OcclusionArea.cpp:57
msgid "Smallest Hole Size"
msgstr "最小孔尺寸"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2506
msgid "Enable SmoothLOD Transition"
msgstr "启用 SmoothLOD 过渡"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2777
msgid "TvOS Sdk Version"
msgstr "TvOS Sdk 版本"

#: /Runtime/Shaders/SerializedShaderData.h:1450
msgid "Disable No Subshaders Message"
msgstr "禁用无子着色器消失"

#: /Runtime/Misc/BuildSettings.cpp:190
msgid "Has Cluster Rendering"
msgstr "有群集渲染"

#: /Editor/Src/ProjectVersion.cpp:140
msgid "Editor Version With Revision"
msgstr "编辑器版本及修订版本"

#: /Runtime/Graphics/Mesh/VariableBoneCountWeights.h:53
msgid "Data"
msgstr "数据"

#: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:19
msgid "Asset File Hash"
msgstr "资源文件哈希"

#: /Editor/Src/EditorSettings.cpp:221 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enter Play Mode Options Enabled"
msgstr "已启用进入播放模式选项"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:161
msgid "Source File Name"
msgstr "源文件名"

#: /Editor/Src/Prefabs/PrefabMerging.h:57
msgid "Transform Parent"
msgstr "转换父对象"

#: /Runtime/Graphics/LightmapData.h:41
msgid "Shadow Mask"
msgstr "阴影遮罩"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2807
msgid "TvOS Large Icon Layers"
msgstr "TvOS 大图标图层"

#: /Runtime/Camera/RenderSettings.cpp:479 Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Fog"
msgstr "雾"

#: /Editor/Src/EditorExtensionImpl.cpp:74
msgid "Should Display In Editor"
msgstr "应在编辑器中显示"

#: /Editor/Src/EditorSettings.cpp:263
msgid "Cache Server Endpoint"
msgstr "缓存服务器端点"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2809
msgid "TvOS Top Shelf Image Layers"
msgstr "TvOS 顶架图像图层"

#: /Runtime/Misc/PlayerSettings.cpp:696
msgid "Xbox SpeechDB"
msgstr "Xbox SpeechDB"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3119
msgid "Ps4content Search Features Used"
msgstr "使用的 Ps4content 搜索功能"

#: /Runtime/Misc/BuildSettings.cpp:224
msgid "GraphicsAP Is"
msgstr "GraphicsAP 是"

#: /Runtime/Camera/OcclusionArea.cpp:52 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "Is View Volume"
msgstr "是视野体"

#: /Editor/Src/EditorUserSettings.cpp:228
msgid "VC User Name"
msgstr "VC 用户名"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3248 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Title Id"
msgstr "Xbox One 标题 ID"

#: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:61
msgid "Conflicts"
msgstr "冲突"

#: /Editor/Src/AnnotationManager.cpp:475
msgid "Gizmo Enabled"
msgstr "启用 Gizmo"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2745 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Preferred Install Location"
msgstr "Android 首选安装位置"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2801 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "UI Status Bar Style"
msgstr "UI 状态栏样式"

#: /Runtime/Misc/PlayerSettings.cpp:841
msgid "Cloud Project Id"
msgstr "云项目 ID"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:126
msgid "VT Only"
msgstr "仅虚拟纹理"

#: /Editor/Src/EditorUserBuildSettings.cpp:186
msgid "Compress Files In Package"
msgstr "在数据包中压缩文件"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2794 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "UI Prerendered Icon"
msgstr "UI 预渲染图标"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:572
msgid "Is Unity Class"
msgstr "是 Unity 类"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3112
msgid "Ps4attrib User Management"
msgstr "Ps4attrib 用户管理"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3213 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Metro Application Description"
msgstr "Metro 应用描述"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2475
msgid "Variations"
msgstr "变体"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:343
msgid "Has Errors"
msgstr "有错误"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3187
msgid "GcW Barrier Validation"
msgstr "GcW 屏障验证"

#: /Runtime/BaseClasses/BitField.h:6
msgid "Bit Field"
msgstr "位字段"

#: /Runtime/Camera/ShadowSettings.h:29 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Type"
msgstr "类型"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2544
msgid "Model Folder Path"
msgstr "模型文件夹路径"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:92
msgid "Compression Quality"
msgstr "压缩质量"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:41
msgid "Behaviours"
msgstr "行为"

#: /Runtime/Camera/LightProbes.cpp:36 Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Positions"
msgstr "位置"

#: /Editor/Src/EditorUserSettings.cpp:249
msgid "VC Allow Async Update"
msgstr "VC 允许异步更新"

#: /Editor/Src/LightmapEditorSettings.cpp:136 Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Reflection Compression"
msgstr "反射压缩"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:561
msgid "Assembly Name Index"
msgstr "程序集名索引"

#: /Runtime/Misc/PlayerSettings.cpp:663
msgid "Gpu Skinning"
msgstr "Gpu 蒙皮"

#: /Runtime/Graphics/RenderTexture.h:323
msgid "SRGB"
msgstr "SRGB"

#: /Runtime/Serialize/SerializationTests.cpp:438
msgid "Char"
msgstr "角色"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:599
msgid "Class Method Infos"
msgstr "类方法信息"

#: /Editor/Src/Animation/StateMachine.cpp:780
msgid "Child State Machine"
msgstr "子状态机"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3255
msgid "Xbox One Package Update Granularity"
msgstr "Xbox One 包更新粒度"

#: /Runtime/Camera/LightProbeStructs.h:54
msgid "Matrix"
msgstr "矩阵"

#: /Runtime/Graphics/TrailRenderer.cpp:500 Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Min Vertex Distance"
msgstr "最小顶点距离"

#: /Runtime/Input/TimeManager.cpp:654
msgid "Capture Delta Time"
msgstr "捕捉增量时间"

#: /Editor/Src/Animation/StateMachine.cpp:848
msgid "Child States"
msgstr "子状态"

#: /Runtime/Graphics/LightmapData.h:40
msgid "Dir Lightmap"
msgstr "Dir 光照贴图"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:716 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Sprite Packing Tag"
msgstr "Sprite 打包器标签"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3062
msgid "Ps4PronunciationSIG Path"
msgstr "Ps4PronunciationSIG 路径"

#: /Runtime/Graphics/Texture2D.cpp:1364
msgid "Color Space"
msgstr "颜色空间"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3272 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Override Identity Name"
msgstr "Xbox One 覆盖身份名称"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:715
msgid "Sprite Sheet"
msgstr "Sprite 表单"

#: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:38
msgid "Times"
msgstr "次数"

#: /Editor/Src/SceneVisibility/SceneIdentifier.h:23
msgid "Guid"
msgstr "Guid"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:90
msgid "Has Tangents"
msgstr "有切线"

#: /Editor/Src/UnityConnect/UnityConnectInfo.h:35
msgid "Last Error Msg"
msgstr "最后的错误消息"

#: /Runtime/Shaders/ShaderLivelinkCommon.h:94
msgid "Name To Index"
msgstr "索引名称"

#: /Runtime/Serialize/Blobification/BlobTests.cpp:133
msgid "Int Value1"
msgstr "Int Value1"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2877
msgid "Template Default Scene"
msgstr "模板默认场景"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2753
msgid "ForceSD Card Permission"
msgstr "ForceSD 卡权限"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:151
msgid "Block Offset"
msgstr "阻塞偏移"

#: /Runtime/Shaders/Shader.cpp:2042 Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "Dependencies"
msgstr "相关依赖"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:659
msgid "Allows Alpha Splitting"
msgstr "允许 Alpha 分割"

#: /Runtime/Misc/PlayerSettings.cpp:734
msgid "Vulkan Enable Pre Transform"
msgstr "Vulkan 启用预变换"

#: /Runtime/Camera/GraphicsSettings.cpp:488 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Lens Flare"
msgstr "镜头眩光"

#: /Runtime/Misc/PlayerSettings.cpp:667
msgid "Xbox Enable Kinect Auto Tracking"
msgstr "Xbox 启用 Kinect 自动跟踪"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:346
msgid "Builtin Keywords"
msgstr "内置关键字"

#: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:43
msgid "Texture Rect Offset"
msgstr "纹理矩形偏移"

#: /Runtime/Graphics/LightingSettings.cpp:120
msgid "PVR Sampling"
msgstr "PVR 采样"

#: /Runtime/Math/Color.h:417 Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "G"
msgstr "G"

#: /Runtime/Shaders/SerializedShaderData.h:587
msgid "Struct Size"
msgstr "结构尺寸"

#: /Editor/Src/EditorSettings.cpp:180
msgid "Serialization Mode"
msgstr "序列化模式"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:89
msgid "Has Normals"
msgstr "有法线"

#: /Runtime/Misc/PlayerSettings.cpp:656 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Bake Collision Meshes"
msgstr "烘焙碰撞网格"

#: /Runtime/Misc/PlayerSettings.cpp:707 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Resolution"
msgstr "Xbox One 分辨率"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:198
msgid "Splash Screen Background Landscape"
msgstr "启动画面横向背景"

#: /Runtime/Misc/PlayerSettings.cpp:549
msgid "Android Filter Touches When Obscured"
msgstr "遮蔽时 Android 过滤触摸事件"

#: /Editor/Src/EditorUserSettings.cpp:187
msgid "Config Values"
msgstr "配置值"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:191
msgid "Splash Screen Background Portrait Aspect"
msgstr "启动画面纵向背景比例"

#: /Runtime/Graphics/QualitySettings.cpp:466
msgid "Shadow Cascade2Split"
msgstr "阴影 Cascade2Split"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2758 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Strip Unused Mesh Components"
msgstr "剥离未使用的网格组件"

#: /Runtime/2D/Sorting/SortingGroup.cpp:113 Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Sorting Layer"
msgstr "排序图层"

#: /Runtime/Graphics/GISettings.h:75 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Bounce Scale"
msgstr "反弹比例"

#: /Runtime/Graphics/EnlightenSceneMapping.h:238
msgid "First System Id"
msgstr "首个系统 ID"

#: /Editor/Src/EditorUserBuildSettings.cpp:194
msgid "Create Rom File For Switch"
msgstr "为 Switch 创建 Rom 文件"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3157
msgid "WebGL Analyze Build Size"
msgstr "WebGL 分析 Build 大小"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:62
msgid "Cbs"
msgstr "Cbs"

#: /Runtime/Shaders/SerializedShaderData.h:540
msgid "Dim"
msgstr "阴暗"

#: /Runtime/Shaders/SerializedShaderData.h:1087
msgid "State"
msgstr "状态"

#: /Runtime/Misc/PlayerSettings.cpp:568 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Cursor Hotspot"
msgstr "光标热点"

#: /Editor/Src/Scripting/EditorOnlyScriptingSettings.cpp:67 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Allow Unsafe Code"
msgstr "允许不安全代码"

#: /Editor/Src/Animation/StateMachine.cpp:335
msgid "Short Name"
msgstr "短名称"

#: /Runtime/Shaders/Material.cpp:302
msgid "Build Texture Stacks"
msgstr "生成纹理堆栈"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:569
msgid "Method Index"
msgstr "方法索引"

#: /Runtime/Camera/OcclusionArea.cpp:56
msgid "Smallest Voxel Size"
msgstr "最小体素尺寸"

#: /Runtime/Graphics/LOD/LODGroup.cpp:418
msgid "Screen Relative Height"
msgstr "屏幕相对高度"

#: /Runtime/Camera/LightBakingOutput.h:47
msgid "Is Baked"
msgstr "是烘焙的"

#: /Editor/Src/Prefabs/PropertyModificationPerformanceTests.cpp:101
msgid "Float Test Value"
msgstr "浮点测试值"

#: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:29
msgid "Packed Sprites"
msgstr "打包的 Sprites"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:141
msgid "Constant Buffers"
msgstr "常量缓冲区"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3083
msgid "Ps4Download Data Size"
msgstr "Ps4Download 数据大小"

#: /Runtime/Misc/PlayerSettings.cpp:648 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Force IOS Speakers When Recording"
msgstr "录制时强制 IOS 扬声器"

#: /Runtime/Shaders/SerializedShaderData.h:589
msgid "Matrix Members"
msgstr "矩阵成员"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3056
msgid "Ps4Param Sfx Path"
msgstr "Ps4Param Sfx 路径"

#: /Editor/Src/Audio/Mixer/AudioMixerController.cpp:51
msgid "Guids"
msgstr "Guids"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:7
msgid "Texture Importer Platform Settings"
msgstr "纹理导入器平台设置"

#: /Runtime/BaseClasses/EditorExtension.cpp:56
msgid "Prefab Parent Object"
msgstr "预制件父对象"

#: /Runtime/Camera/ShadowSettings.h:33 Editor/Mono/Inspector/LightEditor.cs:1
msgid "Bias"
msgstr "偏离"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:86
msgid "Cube Layout"
msgstr "立方体布局"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:52
msgid "Controller"
msgstr "控制器"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3234
msgid "Platform Capabilities"
msgstr "平台功能"

#: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:59
msgid "Send Target"
msgstr "发送目标"

#: /Runtime/Graphics/Mesh/VertexData.h:125 Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Dimension"
msgstr "维度"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2901
msgid "AndroidTV Compatibility"
msgstr "AndroidTV 兼容性"

#: /Runtime/Serialize/SerializationTests.cpp:227
msgid "Obsolete Map"
msgstr "已弃用的贴图"

#: /Editor/Src/LightmappingAnalyticsData.h:125 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Indirect Samples"
msgstr "间接示例"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:155
msgid "UV"
msgstr "UV"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:344
msgid "Non Stripped User Keywords"
msgstr "非剥离用户关键字"

#: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:42
msgid "Texture Rect"
msgstr "纹理矩形"

#: /Runtime/Scripting/Marshalling/Test/BaseMarshallingTests.cpp:12
msgid "Marshalling Test Object"
msgstr "封送测试对象"

#: /Runtime/Misc/BuildSettings.cpp:188
msgid "Is Debug Build"
msgstr "是调试生成"

#: /Runtime/Graphics/CustomRenderTexture.h:235
msgid "Update Zone Center"
msgstr "更新区域中心"

#: /Runtime/Shaders/Material.cpp:213
msgid "Double SidedGI"
msgstr "双面全局照明"

#: /Runtime/Graphics/LOD/LODGroup.cpp:419
msgid "Fade Transition Width"
msgstr "淡化过渡宽度"

#: /Runtime/Shaders/SerializedShaderData.h:1119
msgid "Use Name"
msgstr "使用名称"

#: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:993 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1
msgid "Blend Shape Weights"
msgstr "混合形状权重"

#: /Runtime/Camera/GraphicsSettings.cpp:470
msgid "Albedo Swatch Infos"
msgstr "反射率样本信息"

#: /Runtime/Misc/PlayerSettings.cpp:738 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Supported Aspect Ratios"
msgstr "支持的纵横比"

#: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:36 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Path"
msgstr "路径"

#: /Editor/Src/EditorSettings.cpp:217 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Caching Shader Preprocessor"
msgstr "缓存着色器预处理器"

#: /Runtime/Graphics/CustomRenderTexture.cpp:676 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Double Buffered"
msgstr "双缓冲"

#: /Editor/Src/EditorSettings.cpp:226
msgid "Game Object Naming Digits"
msgstr "游戏对象命名数字"

#: /Runtime/Graphics/LOD/LODGroup.cpp:392
msgid "LastLOD Is Billboard"
msgstr "LastLOD 是 Billboard"

#: /Runtime/Shaders/UnityPropertySheet.cpp:211 Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "Scale"
msgstr "缩放"

#: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:55
msgid "EffectID"
msgstr "EffectID"

#: /Editor/Src/EditorUserBuildSettings.cpp:223
msgid "SelectedWSAUWPVS Version"
msgstr "SelectedWSAUWPVS 版本"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:158
msgid "Single Channel Component"
msgstr "单通道组件"

#: /Runtime/Graphics/Renderer.cpp:783 Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Probe Anchor"
msgstr "探测器锚点"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3257
msgid "Xbox One Language"
msgstr "Xbox One 语言"

#: /Runtime/Graphics/Texture3D.cpp:642
msgid "Mip Count"
msgstr "Mip 数"

#: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:37
msgid "Strippable"
msgstr "可剥离"

#: /Runtime/Serialize/SerializationTests.cpp:157
msgid "Str ValidUTF8"
msgstr "Str ValidUTF8"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:286
msgid "Hardware Tier Variants Mask"
msgstr "硬件层变体遮罩"

#: /Editor/Src/EditorUserBuildSettings.cpp:192
msgid "Build Scripts Only"
msgstr "仅生成脚本"

#: /Editor/Src/SceneVisibility/SceneIdentifier.h:9
msgid "Scene Identifier"
msgstr "场景标识符"

#: /Runtime/Graphics/Texture2D.cpp:1381
msgid "Platform Blob"
msgstr "平台 Blob"

#: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:104
msgid "Icon Name"
msgstr "图标名称"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3427
msgid "Bundle Identifier"
msgstr "资源包标识符"

#: /Runtime/Misc/PlayerSettings.cpp:703 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Metal Framebuffer Only"
msgstr "仅金属 Framebuffer"

#: /Runtime/Misc/PlayerSettings.cpp:88
msgid "Logo"
msgstr "徽标"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3211
msgid "Metro Certificate Issuer"
msgstr "Metro 证书发行人"

#: /Runtime/Misc/BuildSettings.cpp:175
msgid "BuildGUID"
msgstr "BuildGUID"

#: /Runtime/Geometry/Plane.h:28 [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Plane"
msgstr "平面"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3093 PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Enable Application Exit"
msgstr "启用应用程序退出"

#: /Editor/Src/LightmappingAnalyticsData.h:105
msgid "Denoise"
msgstr "降噪"

#: /Runtime/Misc/PlayerSettings.cpp:619
msgid "Ios AllowHTTP Download"
msgstr "Ios AllowHTTP 下载"

#: /Runtime/Misc/PlayerSettings.cpp:735 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Vulkan Enable Late Acquire Next Image"
msgstr "Vulkan 启用延迟获取下一张图像"

#: /Runtime/Graphics/QualitySettings.cpp:492
msgid "Particle Raycast Budget"
msgstr "粒子光线投射预算"

#: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:38
msgid "Scene Picking Data"
msgstr "场景选择数据"

#: /Runtime/Misc/BuildSettings.cpp:172
msgid "Preloaded Plugins"
msgstr "预加载插件"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:23
msgid "Row Count"
msgstr "行数"

#: /Runtime/Camera/Flare.h:72
msgid "Image Index"
msgstr "图像索引"

#: /Runtime/Graphics/Texture2D.cpp:1322
msgid "Mips Stripped"
msgstr "已剥离 Mip"

#: /Runtime/Camera/LightProbeProxyVolume.cpp:159
msgid "ResolutionZ"
msgstr "ResolutionZ"

#: /Runtime/Shaders/SerializedShaderData.h:1350
msgid "Props"
msgstr "属性"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2763 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "I Phone Sdk Version"
msgstr "I Phone Sdk 版本"

#: /Runtime/Graphics/LightmapSettings.cpp:77 Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Lightmaps"
msgstr "光照贴图"

#: /Runtime/Camera/RenderSettings.cpp:504
msgid "Default Reflection Resolution"
msgstr "默认反射分辨率"

#: /Runtime/2D/Common/SpriteTypes.h:91 Editor/Mono/EditorGUI.cs:1
msgid "Position"
msgstr "位置"

#: /Runtime/Camera/ReflectionProbes.cpp:57 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Resolution"
msgstr "分辨率"

#: /Runtime/Graphics/EnlightenSceneMapping.h:237 Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Atlas Hash"
msgstr "图集哈希"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:156 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Splash Screen Background Color"
msgstr "启动画面背景色"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3270
msgid "Xbox OneX Title Memory"
msgstr "Xbox OneX 标题内存"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:46
msgid "State Machine Motion Set Index"
msgstr "状态机运动集索引"

#: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:136 Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Sprites"
msgstr "Sprites"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:150 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Alpha Is Transparency"
msgstr "Alpha 是透明的"

#: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:41
msgid "Indices"
msgstr "索引"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3087
msgid "Ps4Passcode"
msgstr "Ps4Passcode"

#: /Runtime/Shaders/SerializedShaderData.h:1082
msgid "Global Keyword Mask"
msgstr "全局关键字遮罩"

#: /Runtime/Camera/OcclusionCullingData.cpp:125
msgid "PVS Data"
msgstr "PVS Data"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2484
msgid "Reflection Probe Usage"
msgstr "反射探测器使用率"

#: /Runtime/Math/Color.h:419 Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "A"
msgstr "A"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:170
msgid "Max Texture Size Set"
msgstr "最大纹理尺寸集"

#: /Editor/Src/LightmappingAnalyticsData.h:87 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Lightmap Resolution"
msgstr "光照贴图分辨率"

#: /Runtime/Misc/PlayerSettings.cpp:576
msgid "Default Screen Width Web"
msgstr "默认屏幕宽度（Web）"

#: /Runtime/Graphics/QualitySettings.cpp:481
msgid "Lod Bias"
msgstr "Lod 偏离"

#: /Runtime/Misc/PlayerSettings.cpp:762
msgid "Xbox One Enable7th Core"
msgstr "Xbox One 启用第 7 个核心"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3274
msgid "Vr Editor Settings"
msgstr "Vr 编辑器设置"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:288
msgid "Types Mask"
msgstr "类型遮罩"

#: /Editor/Src/WebSocketClient/Message.h:50
msgid "Topic"
msgstr "主题"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3183
msgid "Additional Il2Cpp Args"
msgstr "附加 Il2Cpp Args"

#: /Editor/Src/VersionControlSettings.cpp:129
msgid "Collab Editor Settings"
msgstr "协作编辑器设置"

#: /Runtime/Camera/RenderSettings.cpp:485 Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Linear Fog End"
msgstr "线性雾结束"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3085
msgid "Ps4Pro Garlic Heap Size"
msgstr "Ps4Pro 蒜堆大小"

#: /Editor/Src/UnityConnect/UnityErrors.h:111 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Behaviour"
msgstr "行为"

#: /Runtime/Camera/Skybox.cpp:321
msgid "Custom Skybox"
msgstr "自定义天空盒"

#: /Runtime/Graphics/StaticBatchInfo.h:15
msgid "First Sub Mesh"
msgstr "首个子网格"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:93 Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:1
msgid "Max Texture Size"
msgstr "最大纹理尺寸"

#: /Runtime/Shaders/SerializedShaderData.h:1176 Editor/Mono/Inspector/TagManagerInspector.cs:1
msgid "Tags"
msgstr "标签"

#: /Runtime/Graphics/LineBuilder.h:152 Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Color Gradient"
msgstr "颜色渐变"

#: /Runtime/Camera/GraphicsSettings.cpp:327
msgid "Use Detail Normal Map"
msgstr "使用细节法线贴图"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2870
msgid "IOS Automatically Detect And Add Capabilities"
msgstr "IOS 自动检测并添加功能"

#: /Editor/Src/EditorUserBuildSettings.cpp:185
msgid "Move Package To Disc Outer Edge"
msgstr "将包移动到光盘外边缘"

#: /Runtime/Camera/Projector.cpp:378 Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1
msgid "Aspect Ratio"
msgstr "宽高比"

#: /Runtime/2D/Common/SpriteRenderData.cpp:447
msgid "Source Skin"
msgstr "源皮肤"

#: /Runtime/Graphics/LightingSettings.cpp:117 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "PVR Culling"
msgstr "PVR 剔除"

#: /Editor/Src/AssetPipeline/ComputeShaderImporter.cpp:276
msgid "CurrentAPI Mask"
msgstr "CurrentAPI 遮罩"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2734
msgid "Android Target Sdk Version"
msgstr "Android 目标 Sdk 版本"

#: /Runtime/BaseClasses/BitField.h:16
msgid "Bits"
msgstr "位"

#: /Runtime/Graphics/Mesh/Mesh.cpp:712
msgid "Compressed Mesh"
msgstr "压缩网格"

#: /Runtime/Camera/Light.cpp:320
msgid "Actually Lightmapped"
msgstr "已实际光照贴图"

#: /Runtime/Misc/PlayerSettings.cpp:546
msgid "ProductGUID"
msgstr "ProductGUID"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3355
msgid "Vertex Channel Compression Mask"
msgstr "顶点通道压缩遮罩"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2900 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Build Apk Per Cpu Architecture"
msgstr "依据 Cpu 架构的 Android Build Apk"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2757 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Keep Loaded Shaders Alive"
msgstr "使加载的着色器保持活动状态"

#: /Runtime/Graphics/Renderer.cpp:792 Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Ignore Normals For Chart Detection"
msgstr "图表探测忽略法线"

#: /Runtime/Misc/PlayerSettings.cpp:630 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Use Swappy"
msgstr "Android 使用 Swappy"

#: /Runtime/Misc/PlayerSettings.cpp:557 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use On Demand Resources"
msgstr "使用按需资源"

#: /Runtime/Graphics/GISettings.h:76
msgid "Indirect Output Scale"
msgstr "间接输出比例"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:65
msgid "In Buffers"
msgstr "在缓冲区中"

#: /Runtime/Shaders/SerializedShaderData.h:881
msgid "Offset Units"
msgstr "偏移单位"

#: /Runtime/Misc/PlayerSettings.cpp:657 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Force Single Instance"
msgstr "强制单实例"

#: /Runtime/Graphics/Mesh/MeshTypes.h:26
msgid "Bone Weight"
msgstr "骨骼权重"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2849
msgid "Metal Editor Support"
msgstr "金属编辑器支持"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:108
msgid "Tangent"
msgstr "切线"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:44
msgid "Synced Layer Index"
msgstr "同步图层索引"

#: /Runtime/Graphics/QualitySettings.cpp:584
msgid "Stripped MaximumLOD Level"
msgstr "剥离的 MaximumLOD 等级"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2751 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "I Phone Script Call Optimization"
msgstr "I Phone 脚本调用优化"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:159 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Flipbook Rows"
msgstr "Flipbook 行"

#: /Editor/Src/EditorUserBuildSettings.cpp:170
msgid "Android Current Deployment Target Id"
msgstr "Android 当前部署目标 Id"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:63 Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Textures"
msgstr "纹理"

#: /Runtime/Utilities/DateTime.h:45
msgid "Date Time"
msgstr "日期时间"

#: /Runtime/Graphics/Mesh/SubMesh.h:63
msgid "Base Vertex"
msgstr "基本顶点"

#: /Runtime/Shaders/Material.cpp:212
msgid "Enable Instancing Variants"
msgstr "启用实例化变体"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3086
msgid "Player Prefs Max Size"
msgstr "玩家预制件最大大小"

#: /Runtime/Input/TimeManager.cpp:663 Editor/Mono/Inspector/TimeManagerInspector.cs:1
msgid "Maximum Particle Timestep"
msgstr "最大粒子时间步长"

#: /Runtime/Misc/PlayerSettings.cpp:724
msgid "SwitchNVN Other Pools Granularity"
msgstr "SwitchNVN 其他池粒度"

#: /Runtime/Shaders/UnityPropertySheet.cpp:202
msgid "Floats"
msgstr "浮点"

#: /Runtime/Scripting/ManagedReference/IManagedObjectHost.h:52
msgid "Foo"
msgstr "Foo"

#: /Runtime/Camera/GraphicsSettings.cpp:330
msgid "Prefer32Bit Shadow Maps"
msgstr "Prefer32Bit 阴影贴图"

#: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:116
msgid "Tessellation Detail"
msgstr "细分曲面细节"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:128
msgid "Gray Scale To Alpha"
msgstr "灰度至 Alpha"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3135
msgid "Splash Screen Background Source Portrait"
msgstr "启动画面纵向背景源"

#: /Editor/Src/AssetPipeline/PrefabImporter.cpp:578
msgid "Is Prefab Variant"
msgstr "是预制件变体"

#: /Runtime/Camera/OcclusionCullingData.cpp:76 Editor/Mono/ObjectSelector.cs:1
msgid "Scene"
msgstr "场景"

#: /Runtime/Camera/RenderSettings.cpp:484 Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Linear Fog Start"
msgstr "线性雾开始"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:98
msgid "Crunched Compression"
msgstr "紧急压缩"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:668
msgid "Source Texture Information"
msgstr "源纹理信息"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2532 PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Protocol"
msgstr "协议"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:142
msgid "Resources Resolved"
msgstr "资源已解析"

#: /Editor/Src/EditorSettings.cpp:239 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Use Legacy Probe Sample Count"
msgstr "使用旧版探测器样本数量"

#: /Editor/Src/EditorBuildSettings.cpp:163
msgid "Config Objects"
msgstr "配置对象"

#: /Editor/Src/EditorSettings.cpp:192
msgid "Prefab Regular Environment"
msgstr "预制件常规环境"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3268
msgid "Xbox One Allowed Product Ids"
msgstr "Xbox One 允许的产品 ID"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:120
msgid "Access Token"
msgstr "访问令牌"

#: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:18
msgid "Hierarchies Persistent"
msgstr "层级视图持久"

#: /Runtime/Graphics/LightingSettings.cpp:104 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Training Data Destination"
msgstr "训练数据目标"

#: /Runtime/Shaders/SerializedShaderData.h:1084
msgid "Name Indices"
msgstr "名称指数"

#: /Runtime/Camera/LightProbeProxyVolume.cpp:162 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Bounding Box Origin"
msgstr "包围盒原点"

#: /Runtime/Graphics/SpriteFrame.cpp:171
msgid "Render Data Key"
msgstr "渲染数据密钥"

#: /Runtime/Input/TimeManager.cpp:652
msgid "Cull Frame Count"
msgstr "剔除帧数"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3281
msgid "Lumin Cert"
msgstr "Lumin 证书"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2499 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Main Color"
msgstr "主颜色"

#: /Editor/Src/EditorUserBuildSettings.cpp:205
msgid "Redirect Writes To Host Mount For Switch"
msgstr "为 Switch 重定向写入主机挂载"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2928
msgid "Build Target Graphics Job Mode"
msgstr "构建目标平台的图形作业模式"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3047
msgid "Ps4NP Age Rating"
msgstr "Ps4NP 年龄等级"

#: /Runtime/Shaders/SerializedShaderData.h:631
msgid "Texture Params"
msgstr "纹理参数"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:729
msgid "PSD Show Remove Matte Option"
msgstr "PSD 显示“移除遮罩”选项"

#: /Runtime/Graphics/Billboard/BillboardRenderer.cpp:227 Editor/Mono/Inspector/BillboardRendererInspector.cs:1
msgid "Billboard"
msgstr "Billboard"

#: /Runtime/Graphics/Mesh/Mesh.cpp:637 Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 Editor-Extra:class Section at PreferencesWindow.cs
msgid "Colors"
msgstr "颜色"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2806
msgid "TvOS Small Icon Layers2x"
msgstr "TvOS 小图标 Layers2x"

#: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:984 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1
msgid "Update When Offscreen"
msgstr "离屏时更新"

#: /Runtime/Misc/PlayerSettings.cpp:572
msgid "Holographic Tracking Loss Screen"
msgstr "全息追踪丢失屏幕"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3079
msgid "Ps4Application Param1"
msgstr "Ps4Application Param1"

#: /Runtime/Graphics/CustomRenderTexture.cpp:674 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Shader Pass"
msgstr "着色器通道"

#: /Runtime/Graphics/LineBuilder.h:153 Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Num Corner Vertices"
msgstr "角顶点数量"

#: /Editor/Src/InspectorExpandedState.cpp:188
msgid "Script Class"
msgstr "脚本类"

#: /Runtime/Camera/RenderSettings.cpp:494 Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Subtractive Shadow Color"
msgstr "减性阴影颜色"

#: /Editor/Src/Collab/REST/CollabHandler.h:26
msgid "Publish Selection"
msgstr "发布选中项"

#: /Runtime/Misc/PlayerSettings.cpp:647 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Prepare IOS For Recording"
msgstr "准备 IOS 进行录制"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:115
msgid "Height Scale"
msgstr "高度比例"

#: /Editor/Src/EditorUserBuildSettings.cpp:196
msgid "NVN Shader Debugging"
msgstr "NVN 着色器调试"

#: /Runtime/Graphics/EnlightenSceneMapping.h:208
msgid "System Id"
msgstr "系统 Id"

#: /Editor/Src/UnityConnect/UnityErrors.h:112
msgid "Msg"
msgstr "消息"

#: /Runtime/Mono/MonoScript.cpp:347 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Icon"
msgstr "图标"

#: /Runtime/Camera/GraphicsSettings.cpp:509 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Transparency Sort Mode"
msgstr "透明度排序模式"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2885
msgid "Use Custom Proguard File"
msgstr "使用自定义 Proguard 文件"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:593
msgid "Namespace Names"
msgstr "命名空间名称"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:49
msgid "Synced Layer Affects Timing"
msgstr "同步图层将影响定时"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2835
msgid "IOS Launch Screeni Pad Custom Storyboard Path"
msgstr "IOS 启动屏幕 iPad 自定义故事板路径"

#: /Runtime/Mono/MonoScript.cpp:331
msgid "Properties Hash"
msgstr "属性哈希"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:194 Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Bind As Default"
msgstr "默认绑定"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2875
msgid "Cloned FromGUID"
msgstr "复制 FromGUID"

#: /Runtime/Misc/PlayerSettings.cpp:786
msgid "Resolution Scaling Mode"
msgstr "分辨率缩放模式"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:22
msgid "Array Size"
msgstr "数组大小"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:127 Editor/Mono/Inspector/LightEditor.cs:1
msgid "Range"
msgstr "范围"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2915
msgid "Android Minify WithR8"
msgstr "Android 缩小，使用 R8"

#: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:44
msgid "Atlas Rect Offset"
msgstr "图集 Rect 偏移"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:59
msgid "Force Maximum Compression Quality_BC6H_BC7"
msgstr "强制使用最大压缩质量_BC6H_BC7"

#: /Runtime/Misc/PlayerSettings.cpp:709
msgid "Xbox OneX Resolution"
msgstr "Xbox OneX 分辨率"

#: /Runtime/Graphics/Renderer.cpp:791
msgid "PreserveU Vs"
msgstr "PreserveU Vs"

#: /Runtime/Graphics/Mesh/Mesh.cpp:590 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Mesh Compression"
msgstr "网格压缩"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2750
msgid "I Phone Stripping Level"
msgstr "I Phone 剥离等级"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2480 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Cast Shadows"
msgstr "投射阴影"

#: /Editor/Src/EditorUserBuildSettings.cpp:220
msgid "SelectedWSAUWPSDK"
msgstr "SelectedWSAUWPSDK"

#: /Runtime/Camera/ReflectionProbes.cpp:77
msgid "Custom Baked Texture"
msgstr "自定义烘焙材质"

#: /Runtime/Graphics/LightingSettings.cpp:113 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Final Gather Ray Count"
msgstr "最终聚集射线计数"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:32
msgid "Params"
msgstr "参数"

#: /Runtime/Graphics/QualitySettings.cpp:459
msgid "Pixel Light Count"
msgstr "像素光源数量"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:361
msgid "Ray Tracing Shader Resources"
msgstr "射线追踪着色器资源"

#: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:36
msgid "Scene Visibility Data"
msgstr "场景可见性数据"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2846
msgid "IOS Background Modes"
msgstr "IOS 后台模式"

#: /Runtime/Input/InputAxis.h:149 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Gravity"
msgstr "重力"

#: /Runtime/Shaders/ShaderLivelinkCommon.h:100
msgid "Sub Program"
msgstr "子程序"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3048
msgid "Ps4NP Title Secret"
msgstr "Ps4NP 标题密钥"

#: /Runtime/Graphics/QualitySettings.cpp:476
msgid "Soft Vegetation"
msgstr "柔软的植物"

#: /Runtime/Graphics/RenderTexture.h:313 Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Color Format"
msgstr "颜色格式"

#: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:196
msgid "FlipY"
msgstr "翻转 Y"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3249
msgid "Xbox OneSC Id"
msgstr "Xbox OneSC ID"

#: /Editor/Src/EditorUserBuildSettings.cpp:181
msgid "Symlink Libraries"
msgstr "符号链接库"

#: /Runtime/Camera/GraphicsSettings.cpp:343 Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Settings"
msgstr "设置"

#: /Runtime/Camera/OcclusionCullingSettings.cpp:111
msgid "Occlusion Culling Data"
msgstr "遮挡剔除数据"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3117
msgid "Ps4disable Auto Hide Splash"
msgstr "Ps4disable 自动隐藏启动画面"

#: /Runtime/Misc/PlayerSettings.cpp:616 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Ios Show Activity Indicator On Loading"
msgstr "Ios 加载时显示活动指示器"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:160
msgid "Build Target"
msgstr "生成目标"

#: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:40 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Texture"
msgstr "纹理"

#: /Runtime/Serialize/SerializationTests.cpp:436
msgid "Float"
msgstr "浮点"

#: /Runtime/Graphics/QualitySettings.cpp:498
msgid "Custom Render Pipeline"
msgstr "自定义渲染管道"

#: /Runtime/Serialize/BuildTarget.h:98
msgid "Extended Platform"
msgstr "扩展平台"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2752
msgid "Force Internet Permission"
msgstr "强制互联网权限"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:172
msgid "Texture Format Set"
msgstr "纹理格式集"

#: /Runtime/Misc/PlayerSettings.cpp:741 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Preloaded Assets"
msgstr "预加载资源"

#: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:37
msgid "Scene Visibility Data Isolated"
msgstr "已隔离场景可见性数据"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3170
msgid "Platform Architecture"
msgstr "平台架构"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3094 PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Reset Temp Folder"
msgstr "重置临时文件夹"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2797 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "UI Status Bar Hidden"
msgstr "UI 状态栏隐藏"

#: /Runtime/Graphics/QualitySettings.cpp:468
msgid "Shadowmask Mode"
msgstr "Shadowmask 模式"

#: /Runtime/Shaders/SerializedShaderData.h:165 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Z"
msgstr "Z"

#: /Runtime/Misc/PlayerSettings.cpp:669 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Visible In Background"
msgstr "后台可见"

#: /Editor/Src/EditorUserBuildSettings.cpp:195
msgid "NVN Graphics Debugger For Switch"
msgstr "用于 Switch 的 NVN 图形调试器"

#: /Editor/Src/AnnotationManager.cpp:489
msgid "Use3d Gizmos"
msgstr "Use3d 小工具"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2924
msgid "Build Target Platform Icons"
msgstr "生成目标平台图标"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:153
msgid "Enable Rotation"
msgstr "启用旋转"

#: /Runtime/Misc/BuildSettings.cpp:181
msgid "Is Trial"
msgstr "是试用版"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:61
msgid "Cb Variant Indices"
msgstr "CB 变体索引"

#: /Runtime/Shaders/Shader.cpp:2071
msgid "Shader Is Baked"
msgstr "着色器已烘焙"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2957 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Location Usage Description"
msgstr "位置使用率描述"

#: /Runtime/Graphics/Mesh/Mesh.cpp:591 Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1
msgid "Is Readable"
msgstr "是可读的"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:200
msgid "Terrain DynamicUVST"
msgstr "地形 DynamicUVST"

#: /Runtime/Misc/PlayerSettings.cpp:760 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Holographic Pause On Tracking Loss"
msgstr "追踪丢失时全息暂停"

#: /Editor/Src/UnityConnect/UnityConnectInfo.h:31
msgid "Logged In"
msgstr "已登录"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:123
msgid "Display Name"
msgstr "显示名称"

#: /Editor/Src/EditorExtensionImpl.cpp:59
msgid "Data Template"
msgstr "数据模板"

#: /Runtime/Input/TimeManager.cpp:647
msgid "First Frame After Pause"
msgstr "暂停后首帧"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:31
msgid "Byte Size"
msgstr "字节大小"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:98
msgid "Shapes"
msgstr "形狀"

#: /Runtime/Graphics/QualitySettings.cpp:488
msgid "Streaming Mipmaps Renderers Per Frame"
msgstr "流式 Mipmaps 渲染器每帧"

#: /Runtime/Serialize/Blobification/BlobTests.cpp:138
msgid "Float Ptr"
msgstr "浮动 Ptr"

#: /Editor/Src/AssetPipeline/AssetImporterLog.cpp:7
msgid "Asset Importer Log"
msgstr "资源导入器日志"

#: /Runtime/Graphics/QualitySettings.cpp:465
msgid "Shadow Near Plane Offset"
msgstr "阴影近平面偏移"

#: /Runtime/Camera/GraphicsSettings.cpp:324
msgid "Use Reflection Probe Box Projection"
msgstr "使用反射探测器盒投影"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:360
msgid "Ray Tracing Shader Resource"
msgstr "射线追踪着色器资源"

#: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:40
msgid "Vertices"
msgstr "顶点"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:106 Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Vertex"
msgstr "顶点"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2853
msgid "IOS Render Extra Frame On Pause"
msgstr "IOS 暂停时渲染额外帧"

#: /Editor/Src/UnityConnect/UnityConnectInfo.h:29
msgid "Ready"
msgstr "就绪"

#: /Runtime/Shaders/SerializedShaderData.h:859
msgid "Rt Separate Blend"
msgstr "Rt 独立混合"

#: /Runtime/Graphics/LightingSettings.cpp:140 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "PVR Filtering Mode"
msgstr "PVR 过滤模式"

#: /Editor/Src/AssetPipeline/AssetMetaData.cpp:28
msgid "Original Name"
msgstr "原始名称"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:693 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture Type"
msgstr "纹理类型"

#: /Runtime/Misc/PlayerSettings.cpp:666
msgid "Xbox Enable Kinect"
msgstr "Xbox 启用 Kinect"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:199
msgid "Uv Mesh"
msgstr "Uv 网格"

#: /Runtime/Shaders/SerializedShaderData.h:614
msgid "Blob Index"
msgstr "Blob 索引"

#: /Editor/Src/Animation/Transition.cpp:225
msgid "Atomic"
msgstr "原子"

#: /Runtime/Transform/RectTransform.cpp:182
msgid "Local Scale"
msgstr "局部缩放"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3051
msgid "Ps4ContentID"
msgstr "Ps4ContentID"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:145 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Sprite Pixels To Units"
msgstr "Sprite 像素到单位"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2906
msgid "Android Use Custom Keystore"
msgstr "Android 使用自定义密钥库"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:710
msgid "Build Target Settings"
msgstr "生成目标设置"

#: /Runtime/Misc/ResourceManager.cpp:1827
msgid "Container"
msgstr "容器"

#: /Runtime/Shaders/SerializedShaderData.h:884
msgid "Stencil Op"
msgstr "模板操作"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2810
msgid "TvOS Top Shelf Image Layers2x"
msgstr "TvOS 顶架图像 Layers2x"

#: /Editor/Src/Utility/SerializedPropertyTests.cpp:191
msgid "Another Float Array"
msgstr "另一个浮点数组"

#: /Editor/Src/EditorSettings.cpp:214 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enable Texture Streaming In Play Mode"
msgstr "在播放模式下启用纹理流"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:68
msgid "Source WasHDR"
msgstr "源 WasHDR"

#: /Editor/Src/Animation/StateMachine.cpp:347
msgid "Time Parameter"
msgstr "时间参数"

#: /Runtime/Camera/ReflectionProbes.cpp:68 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Blend Distance"
msgstr "混合距离"

#: /Runtime/Serialize/Blobification/BlobTests.cpp:135
msgid "Vector3"
msgstr "Vector3"

#: /Runtime/Math/AnimationCurve.h:43
msgid "Keyframe"
msgstr "关键帧"

#: /Runtime/Misc/BuildSettings.cpp:176
msgid "HasPRO Version"
msgstr "有专业版"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:562
msgid "Namespace Index"
msgstr "命名空间索引"

#: /Editor/Src/AssetPipeline/AssetMetaData.cpp:30
msgid "Asset Store Ref"
msgstr "资源商店参考"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3095 PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Restricted Audio Usage Rights"
msgstr "受限制的音频使用权"

#: /Runtime/Serialize/TransferUtility.cpp:389
msgid "Id"
msgstr "Id"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:187
msgid "Splash Screen Background Animation Zoom"
msgstr "启动画面背景动画缩放"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:352
msgid "Resource Reflection Data"
msgstr "资源反射数据"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:24
msgid "Col Count"
msgstr "颜色数"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:359
msgid "Ray Tracing Shader Constant Buffer"
msgstr "射线追踪着色器常量缓冲区"

#: /Runtime/Shaders/SerializedShaderData.h:893 Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Fog Density"
msgstr "雾密度"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2486 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Enable Hue"
msgstr "启用色调"

#: /Runtime/Shaders/SerializedShaderData.h:1097
msgid "Has Instancing Variant"
msgstr "有实例变体"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2868
msgid "IOS RequireAR Kit"
msgstr "IOS RequireAR 工具包"

#: /Runtime/Mono/MonoManager.cpp:2713
msgid "Assembly Names"
msgstr "程序集名"

#: /Runtime/Graphics/LightingSettings.cpp:109 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Force Updates"
msgstr "强制更新"

#: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:25
msgid "Hierarchies"
msgstr "层级视图"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2501
msgid "Alpha Test Ref"
msgstr "Alpha 测试参考"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2536
msgid "Device Usages"
msgstr "设备使用"

#: /Runtime/Math/AnimationCurve.h:319 Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1
msgid "Curve"
msgstr "曲线"

#: /Runtime/Graphics/QualitySettings.cpp:472
msgid "Texture Quality"
msgstr "纹理质量"

#: /Runtime/Misc/PlayerSettings.cpp:722
msgid "SwitchNVN Shader Pools Granularity"
msgstr "SwitchNVN 着色器池粒度"

#: /Runtime/Graphics/Renderer.cpp:773 Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Materials"
msgstr "材料"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3053
msgid "Ps4Master Version"
msgstr "Ps4Master 版本"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:47
msgid "AndroidETC2Fallback Override"
msgstr "AndroidETC2Fallback 覆盖"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3220
msgid "Metro Medium Tile Show Name"
msgstr "Metro 中型磁贴显示名称"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2731
msgid "Android Min Sdk Version"
msgstr "Android 最小 Sdk 版本"

#: /Runtime/2D/Sorting/SortingGroup.cpp:112
msgid "Sorting LayerID"
msgstr "排序 LayerID"

#: /Runtime/BaseClasses/TagManager.cpp:28
msgid "UniqueID"
msgstr "UniqueID"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:136
msgid "Baked Ambient Probe In Linear"
msgstr "线性烘焙环境探测器"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3247 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Content Id"
msgstr "Xbox One 内容 ID"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2932
msgid "OpenGL RequireES31AEP"
msgstr "OpenGL RequireES31AEP"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:108
msgid "Mip Map Fade Distance End"
msgstr "MIP 贴图交叉淡化距离终点"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:116
msgid "Normal Map Filter"
msgstr "法线贴图过滤器"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:160 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Flipbook Columns"
msgstr "Flipbook 列"

#: /Runtime/Camera/OcclusionCullingSettings.cpp:143 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "Backface Threshold"
msgstr "背面阈值"

#: /Runtime/Camera/GraphicsSettings.cpp:454 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Tier Settings"
msgstr "层设置"

#: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:61 Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1
msgid "Bypass"
msgstr "绕过"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:362
msgid "Ray Tracing Shader Builtin Sampler"
msgstr "射线追踪着色器内置采样器"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3071
msgid "Ps4Share Overlay Image Path"
msgstr "Ps4Share 覆盖图像路径"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2926
msgid "Build Target Batching"
msgstr "生成目标批处理"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:119
msgid "Valid"
msgstr "有效"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2931
msgid "OpenGL RequireES31"
msgstr "OpenGL RequireES31"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2803
msgid "AppleTV Splash Screen"
msgstr "AppleTV 启动画面"

#: /Editor/Src/Prefabs/PropertyModificationTests.cpp:257
msgid "Param3"
msgstr "Param3"

#: /Editor/Src/UnityConnect/UnityErrors.h:114
msgid "Code Str"
msgstr "代码 Str"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2491 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Graphics Jobs"
msgstr "图形作业"

#: /Editor/Src/EditorSettings.cpp:195
msgid "Sprite Packer Padding Power"
msgstr "Sprite 打包器填充幂"

#: /Runtime/Graphics/Mesh/SubMesh.h:61
msgid "Index Count"
msgstr "索引数"

#: /Runtime/Misc/PlayerSettings.cpp:624
msgid "UseOS Autorotation"
msgstr "UseOS 自动旋转"

#: /Runtime/Camera/RenderSettings.cpp:519 Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Sun"
msgstr "太阳"

#: /Runtime/Mono/MonoManager.cpp:2714
msgid "Assembly Types"
msgstr "程序集类型"

#: /Runtime/Graphics/EnlightenSceneMapping.h:221
msgid "Input System Hash"
msgstr "输入系统哈希"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:64
msgid "Builtin Samplers"
msgstr "内置采样器"

#: /Runtime/Camera/RenderSettings.cpp:534
msgid "Ambient Light"
msgstr "环境光"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:107 Editor/Mono/Inspector/InspectorWindow.cs:1
msgid "Normal"
msgstr "法线"

#: /Runtime/Camera/OcclusionCullingData.cpp:74
msgid "Index Portals"
msgstr "索引门户"

#: /Runtime/Geometry/BoundsInt.h:15
msgid "Bounds Int"
msgstr "边界 Int"

#: /Runtime/2D/Sorting/SortingGroup.cpp:114 Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Sorting Order"
msgstr "排序顺序"

#: /Runtime/Graphics/LightingSettings.cpp:148
msgid "PVR Filter TypeAO"
msgstr "PVR 过滤器 TypeAO"

#: /Runtime/Camera/OcclusionCullingSettings.cpp:116
msgid "Static Renderers"
msgstr "静态渲染器"

#: /Runtime/Input/TimeManager.cpp:665
msgid "Last Sync End"
msgstr "最后同步结束"

#: /Editor/Src/LightmappingAnalyticsData.h:127
msgid "Prioritize View"
msgstr "为视图设置优先级"

#: /Runtime/Misc/PlayerSettings.cpp:894
msgid "Target Gles Graphics"
msgstr "目标 Gles 图形"

#: /Editor/Src/AnnotationManager.cpp:492
msgid "Show Selection Wire"
msgstr "显示选择线"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3089
msgid "Ps4pn Presence"
msgstr "Ps4pn 存在"

#: /Runtime/Graphics/QualitySettings.cpp:485 Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Streaming Mipmaps Add All Cameras"
msgstr "流式 Mipmaps 添加所有相机"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2952
msgid "Log ObjC Uncaught Exceptions"
msgstr "记录 ObjC 未捕获的异常"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3061
msgid "Ps4PronunciationXML Path"
msgstr "Ps4PronunciationXML 路径"

#: /Runtime/BaseClasses/GameObject.cpp:1057 Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Layer"
msgstr "图层"

#: /Editor/Src/BuildPipeline/BuildSerialization.h:98
msgid "Script Hash Data"
msgstr "脚本哈希数据"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:770
msgid "FileID To Recycle Name"
msgstr "用于回收名称的 FileID"

#: /Runtime/Shaders/SerializedShaderData.h:879
msgid "Conservative"
msgstr "保守"

#: /Editor/Src/Animation/StateMachine.cpp:315 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1
msgid "Write Default Values"
msgstr "写入默认值"

#: /Runtime/Camera/Flare.cpp:75
msgid "Use Fog"
msgstr "使用雾"

#: /Editor/Src/LightmappingAnalyticsData.h:79
msgid "Compute Realtime"
msgstr "计算实时"

#: /Runtime/Serialize/SerializationTests.cpp:210
msgid "Test Val"
msgstr "测试值"

#: /Runtime/Shaders/SerializedShaderData.h:623
msgid "Global Keyword Indices"
msgstr "全局关键字指数"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3049
msgid "Ps4NP Trophy Pack Path"
msgstr "Ps4NP 奖品包路径"

#: /Runtime/Camera/Projector.cpp:376 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "Far Clip Plane"
msgstr "远剪裁平面"

#: /Runtime/Camera/RenderSettings.cpp:521
msgid "Use Radiance Ambient Probe"
msgstr "使用辐射率环境探测器"

#: /Runtime/Shaders/SerializedShaderData.h:1098
msgid "Has Procedural Instancing Variant"
msgstr "有程序实例变体"

#: /Runtime/Graphics/LineBuilder.h:158 Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Generate Lighting Data"
msgstr "生成照明数据"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:195
msgid "Is AtlasV2"
msgstr "是 AtlasV2"

#: /Runtime/Graphics/QualitySettings.cpp:493
msgid "Async Upload Time Slice"
msgstr "异步上传时间切片"

#: /Runtime/Transform/RectTransform.cpp:200 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Pivot"
msgstr "轴心"

#: /Editor/Src/LightmapEditorSettings.cpp:169
msgid "PVR Filtering Atrous Position Sigma Direct"
msgstr "PVR 过滤 Atrous 位置 Sigma 直接"

#: /Editor/Src/EditorUserBuildSettings.cpp:177
msgid "Build With Deep Profiling Support"
msgstr "生成并启用深度分析支持"

#: /Runtime/Misc/PlayerSettings.cpp:664
msgid "XboxPIX Texture Capture"
msgstr "XboxPIX 纹理捕捉"

#: /Editor/Src/SceneVisibility/SceneDataContainer.cpp:14
msgid "Scene Data"
msgstr "场景数据"

#: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:106
msgid "Name List"
msgstr "名称列表"

#: /Runtime/Serialize/Blobification/BlobTests.cpp:137
msgid "Null Ptr"
msgstr "空指针"

#: /Runtime/Shaders/SerializedShaderData.h:164 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Y"
msgstr "Y"

#: /Runtime/Mono/MonoScript.cpp:377 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Assembly Name"
msgstr "程序集名"

#: /Runtime/Graphics/Texture3D.cpp:648
msgid "Texture Settings"
msgstr "纹理设置"

#: /Runtime/Camera/GraphicsSettings.cpp:434
msgid "Max Luminance"
msgstr "最大亮度"

#: /Editor/Src/Collab/REST/CollabHandler.h:25
msgid "Publish All"
msgstr "全部发布"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:116
msgid "Name Hash"
msgstr "名称哈希"

#: /Runtime/Serialize/SerializationTests.cpp:106
msgid "Nested4"
msgstr "Nested4"

#: /Runtime/Graphics/Mesh/Mesh.cpp:593
msgid "Keep Indices"
msgstr "保持索引"

#: /Runtime/Camera/OcclusionCullingData.cpp:134
msgid "Scenes"
msgstr "场景"

#: /Editor/Src/Utility/SerializedPropertyTests.cpp:178
msgid "Integer Value"
msgstr "整数值"

#: /Runtime/Misc/BuildSettings.cpp:214
msgid "Runtime Class Hashes"
msgstr "运行时类哈希"

#: /Runtime/Shaders/Material.cpp:279
msgid "Saved Properties"
msgstr "已保存属性"

#: /Runtime/Utilities/GUID.h:37
msgid "GUID"
msgstr "GUID"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3256 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Description"
msgstr "Xbox One 描述"

#: /Editor/Src/EditorSettings.cpp:247 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Serialize Inline Mappings On One Line"
msgstr "在一行上序列化 Inline Mappings"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2502
msgid "Best Wind Quality"
msgstr "最佳风质量"

#: /Editor/Src/Utility/SerializedPropertyTests.cpp:127
msgid "Clamp Test Value"
msgstr "钳制测试值"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:583
msgid "Order Number"
msgstr "顺序号"

#: /Runtime/Graphics/SpriteFrame.cpp:195
msgid "AtlasRD"
msgstr "AtlasRD"

#: /Runtime/Math/AnimationCurve.h:308
msgid "Weighted Mode"
msgstr "加权模式"

#: /Runtime/Camera/LightProbes.cpp:34
msgid "Tetrahedralization"
msgstr "四面体化"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3116
msgid "Ps4attrib ExclusiveVR"
msgstr "Ps4attrib ExclusiveVR"

#: /Runtime/Camera/ReflectionProbes.cpp:67 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Intensity Multiplier"
msgstr "强度乘数"

#: /Editor/Src/AnnotationManager.cpp:473
msgid "Icon Enabled"
msgstr "图标启用"

#: /Editor/Src/LightmapEditorSettings.cpp:177 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Light Probe Sample Count Multiplier"
msgstr "光照探测器样本数量乘数"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:340
msgid "Functions"
msgstr "函数"

#: /Editor/Src/EditorSettings.cpp:268
msgid "Cache Server Enable Tls"
msgstr "缓存服务器启用 TLS"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:157 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture Shape"
msgstr "纹理形状"

#: /Runtime/Camera/LightBakingOutput.h:61
msgid "Lightmap Bake Mask"
msgstr "光照贴图烘焙遮罩"

#: /Runtime/Shaders/SerializedShaderData.h:892
msgid "Fog End"
msgstr "雾结束"

#: /Runtime/Camera/Flare.h:79 Editor-Missing:Missing detected at runtime.
msgid "Fade"
msgstr "淡化"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:132
msgid "AO Textures"
msgstr "AO 纹理"

#: /Runtime/Camera/GraphicsSettings.cpp:468
msgid "Fog Keep Exp2"
msgstr "雾保持 Exp2"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3127
msgid "Ps4attribVR Output Enabled"
msgstr "已启用 Ps4attribVR 输出"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:596
msgid "Class Infos"
msgstr "类信息"

#: /Editor/Src/Animation/StateMachine.cpp:320
msgid "Time Parameter Active"
msgstr "时间参数活动"

#: /Runtime/Camera/LightProbeProxyVolume.cpp:158
msgid "ResolutionY"
msgstr "ResolutionY"

#: /Runtime/Serialize/SerializationTests.cpp:252
msgid "Obsolete Vector"
msgstr "已弃用的矢量"

#: /Runtime/Shaders/SerializedShaderData.h:885
msgid "Stencil Op Front"
msgstr "模板操作前"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:193
msgid "Splash Screen Background Portrait Uvs"
msgstr "启动画面纵向背景 Uvs"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3207 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Metro Package Version"
msgstr "Metro 包版本"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:284
msgid "Asset Path"
msgstr "资源路径"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:71
msgid "Project Id"
msgstr "项目 ID"

#: /Runtime/Math/Rect.h:21
msgid "Rectf"
msgstr "Rectf"

#: /Runtime/Graphics/CustomRenderTexture.h:236
msgid "Update Zone Size"
msgstr "更新区域大小"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:363
msgid "Ray Tracing Shader Reflection Data"
msgstr "射线追踪着色器反射数据"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:171
msgid "Compression Quality Set"
msgstr "压缩质量集"

#: /Runtime/Graphics/QualitySettings.cpp:464 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Shadow Distance"
msgstr "阴影距离"

#: /Runtime/Graphics/SpriteFrame.cpp:172
msgid "Atlas Tags"
msgstr "图集标记"

#: /Runtime/Misc/BuildSettings.cpp:203
msgid "Auth Token"
msgstr "认证令牌"

#: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:39
msgid "Values"
msgstr "值"

#: /Editor/Src/AnnotationManager.cpp:487 Editor/Mono/Annotation/AnnotationWindow.cs:1
msgid "Recently Changed"
msgstr "最近更改"

#: /Runtime/Shaders/SerializedShaderData.h:1380
msgid "From"
msgstr "从"

#: /Runtime/Graphics/QualitySettings.cpp:471
msgid "Blend Weights"
msgstr "混合权重"

#: /Editor/Src/LightmapEditorSettings.cpp:146 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "PVR Direct Sample Count"
msgstr "PVR 直接样品数"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:25
msgid "Animator Controller Layer"
msgstr "动画器控制器层"

#: /Runtime/Mono/MonoBehaviour.cpp:1588
msgid "Editor Hide Flags"
msgstr "编辑器隐藏标志"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3069
msgid "Ps4BGM Path"
msgstr "Ps4BGM 路径"

#: /Runtime/Shaders/SerializedShaderData.h:1448
msgid "Fallback Name"
msgstr "备用名称"

#: /Runtime/Shaders/UnityPropertySheet.cpp:215
msgid "Unity Property Sheet"
msgstr "Unity 属性表"

#: /Editor/Src/EditorUserBuildSettings.cpp:171
msgid "Selected Compression Type"
msgstr "选择的压缩类型"

#: /Runtime/Input/TimeManager.cpp:646
msgid "First Frame After Reset"
msgstr "复位后首帧"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3145
msgid "Sprite Packer Policy"
msgstr "Sprite 打包器策略"

#: /Runtime/Graphics/Renderer.cpp:793
msgid "ImportantGI"
msgstr "ImportantGI"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:178
msgid "Baked Ambient Probes In Linear"
msgstr "线性烘焙环境探测器"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:357
msgid "Ray Tracing Shader Function Desc"
msgstr "射线追踪着色器函数描述"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:97
msgid "Valid Keywords"
msgstr "有效关键字"

#: /Runtime/Shaders/SerializedShaderData.h:619
msgid "Keyword Indices"
msgstr "关键字指数"

#: /Runtime/Misc/PlayerSettings.cpp:699
msgid "Xbox Enable Guest"
msgstr "Xbox 启用来宾"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2930
msgid "Build TargetVR Settings"
msgstr "生成 TargetVR 设置"

#: /Runtime/Input/InputManager.cpp:308
msgid "This Frame Key Down"
msgstr "此帧按键按下"

#: /Editor/Src/Animation/Transition.cpp:242 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Has Fixed Duration"
msgstr "有固定持续时间"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:103
msgid "Local Keywords"
msgstr "本地关键字"

#: /Runtime/Camera/GraphicsSettings.cpp:463 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Lightmap Keep Dynamic Dir Combined"
msgstr "光照贴图保持动态 Dir 组合"

#: /Runtime/Mono/MonoScript.cpp:346
msgid "Default References"
msgstr "默认引用"

#: /Runtime/Graphics/QualitySettings.cpp:487
msgid "Streaming Mipmaps Memory Budget"
msgstr "流式 Mipmaps 内存预算"

#: /Editor/Src/Animation/BlendTree.h:34
msgid "Threshold"
msgstr "阈值"

#: /Runtime/Camera/RenderSettings.cpp:501 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1
msgid "Spot Cookie"
msgstr "聚光灯剪影"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2726
msgid "Application Identifier"
msgstr "应用程序标识符"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:164
msgid "Kernels"
msgstr "内核"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2489 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Wind Quality"
msgstr "风的质量"

#: /Runtime/2D/Common/SpriteRenderData.cpp:11
msgid "Secondary Sprite Texture"
msgstr "辅助 Sprite 纹理"

#: /Editor/Src/Prefabs/PropertyModificationTests.cpp:277
msgid "Array Param1"
msgstr "数组 Param1"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3078
msgid "Ps4Enter Button Assignment"
msgstr "Ps4Enter 按钮分配"

#: /Runtime/Shaders/Material.cpp:199 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Shader"
msgstr "着色器"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3208
msgid "Metro Certificate Path"
msgstr "Metro 证书路径"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3269
msgid "Xbox One Persistent Local Storage Size"
msgstr "Xbox One 持久化本地存储大小"

#: /Runtime/Misc/PlayerSettings.cpp:802
msgid "Unity Forward Compatible Version"
msgstr "Unity 向前兼容版本"

#: /Runtime/Misc/PlayerSettings.cpp:732 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Vulkan Num Swapchain Buffers"
msgstr "Vulkan 数字交换链缓冲区"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:99
msgid "Mip Map Mode"
msgstr "MIP 贴图模式"

#: /Runtime/Graphics/TextureSettings.cpp:128
msgid "Mip Bias"
msgstr "Mip 偏离"

#: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:21 Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1
msgid "Height"
msgstr "高度"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2864
msgid "IOS Manual Signing Provisioning Profile Type"
msgstr "IOS 手动签名配置文件类型"

#: /Runtime/Input/InputAxis.h:152 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1
msgid "Snap"
msgstr "捕捉"

#: /Runtime/Graphics/CustomRenderTexture.cpp:666 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Init Texture"
msgstr "初始纹理"

#: /Editor/Src/Animation/Transition.cpp:246 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Can Transition To Self"
msgstr "可以过渡到自己"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2958 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Microphone Usage Description"
msgstr "麦克风使用率描述"

#: /Runtime/Misc/PlayerSettings.cpp:643 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Run In Background"
msgstr "后台运行"

#: /Runtime/Graphics/Renderer.cpp:799
msgid "AutoUV Max Angle"
msgstr "AutoUV 最大角"

#: /Runtime/Shaders/Material.cpp:232
msgid "String Tag Map"
msgstr "字符串标签映射"

#: /Editor/Src/Animation/Transition.h:52
msgid "Condition Event"
msgstr "条件事件"

#: /Runtime/Camera/RenderSettings.cpp:520
msgid "Indirect Specular Color"
msgstr "间接高光颜色"

#: /Editor/Src/Collab/REST/CollabHandler.h:43
msgid "Update To Revision"
msgstr "更新到修订"

#: /Runtime/Graphics/LightmapData.h:54
msgid "Indirect Lightmap"
msgstr "间接光照贴图"

#: /Runtime/Graphics/LightingSettings.cpp:146 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "PVR Filter Type Direct"
msgstr "PVR 直接过滤器"

#: /Editor/Src/Collab/CollabClient.h:641
msgid "Action"
msgstr "动作"

#: /Runtime/Camera/ShadowSettings.h:37
msgid "Use Culling Matrix Override"
msgstr "使用剔除矩阵覆盖"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3209
msgid "Metro Certificate Password"
msgstr "Metro 证书密码"

#: /Editor/Src/EditorSettings.cpp:219 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Prefab Mode Allow Auto Save"
msgstr "预制件模式允许自动保存"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:107
msgid "Mip Map Fade Distance Start"
msgstr "MIP 贴图交叉淡化距离起点"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:94
msgid "Variant Map"
msgstr "变体贴图"

#: /Runtime/Camera/ReflectionProbes.cpp:64 Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Clear Flags"
msgstr "清除标志"

#: /Runtime/Interfaces/IVirtualTexturingManager.cpp:114
msgid "Item Name"
msgstr "项名称"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:156 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Normals"
msgstr "法线"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3181 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Enable Roslyn Analyzers"
msgstr "启用 Roslyn 分析器"

#: /Runtime/Misc/BuildSettings.cpp:174
msgid "Build Tags"
msgstr "生成标记"

#: /Runtime/Shaders/Shader.cpp:2085
msgid "Compile Smoke Test After Import"
msgstr "导入后编译烟雾测试"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:608
msgid "Before Splash Screen Unity Method Execution Orders"
msgstr "启动画面 Unity 方法执行顺序之前"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3081
msgid "Ps4Application Param3"
msgstr "Ps4Application Param3"

#: /Runtime/Camera/GraphicsSettings.cpp:332
msgid "Use Dither Mask For Alpha Blended Shadows"
msgstr "使用抖动遮罩进行 Alpha 混合阴影"

#: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:103
msgid "Nice Name"
msgstr "好名称"

#: /Editor/Src/Collab/REST/CollabHandler.h:80
msgid "Success"
msgstr "成功"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:611
msgid "Subsystem Registration Method Execution Orders"
msgstr "子系统注册方法执行顺序"

#: /Runtime/Camera/GraphicsSettings.cpp:467 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Fog Keep Exp"
msgstr "雾保持指数"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:113
msgid "External Normal Map"
msgstr "外部法线贴图"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3134
msgid "Splash Screen Background Source Landscape"
msgstr "启动画面横向背景源"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:53
msgid "Sprite Atlas Editor Data"
msgstr "Sprite 图集编辑器数据"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2483 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Dynamic Batching"
msgstr "动态批处理"

#: /Runtime/Input/InputManager.cpp:320
msgid "Last Joy Axis"
msgstr "最后游戏杆轴"

#: /Editor/Src/Animation/Transition.cpp:28
msgid "Dst State"
msgstr "目标状态"

#: /Runtime/Camera/GraphicsSettings.cpp:528
msgid "Shader Defines Per Shader Compiler"
msgstr "每个着色器编译器的着色器定义"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3065
msgid "Ps4Startup Images Folder"
msgstr "Ps4Startup 图像文件夹"

#: /Runtime/Input/InputAxis.h:150
msgid "Dead"
msgstr "死区"

#: /Editor/Src/EditorUserSettings.cpp:232
msgid "VC Server"
msgstr "VC 服务器"

#: /Runtime/Graphics/SpriteFrame.cpp:165
msgid "Is Polygon"
msgstr "是多边形"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3080
msgid "Ps4Application Param2"
msgstr "Ps4Application Param2"

#: /Runtime/Graphics/LightingSettings.cpp:94
msgid "ExtractAO"
msgstr "ExtractAO"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:173
msgid "Ignore Png Gamma"
msgstr "忽略 PNG Gamma"

#: /Editor/Src/AnnotationManager.cpp:490
msgid "Show Grid"
msgstr "显示网格"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2905
msgid "Android Use Low Accuracy Location"
msgstr "Android 使用低精度位置"

#: /Runtime/Shaders/ComputeShader.cpp:1312
msgid "Has Editor Only Variant"
msgstr "有编辑器唯一的变体"

#: /Runtime/Graphics/CustomRenderTexture.cpp:670
msgid "Current Update Zone Space"
msgstr "当前更新区域空间"

#: /Runtime/Misc/PlayerSettings.cpp:748
msgid "Metro Enable Independent Input Source"
msgstr "Metro 启用独立输入源"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3156 PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "WebGL Template"
msgstr "WebGL 模板"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:142
msgid "Enlighten Scene Mapping RendererI Ds"
msgstr "Enlighten 场景贴图渲染 Ds"

#: /Runtime/Misc/PlayerSettings.cpp:629 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Render Outside Safe Area"
msgstr "Android 渲染外部安全区域"

#: /Runtime/Graphics/Texture3D.cpp:647
msgid "Data Size"
msgstr "数据大小"

#: /Runtime/Camera/GraphicsSettings.cpp:464 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Lightmap Keep Shadow Mask"
msgstr "光照贴图保持阴影遮罩"

#: /Runtime/Camera/ShadowSettings.h:34 Editor/Mono/Inspector/LightEditor.cs:1
msgid "Normal Bias"
msgstr "法线偏离"

#: /Runtime/Camera/LightBakingOutput.h:45
msgid "Occlusion Mask Channel"
msgstr "遮挡遮罩通道"

#: /Runtime/Graphics/Texture3D.cpp:649
msgid "Usage Mode"
msgstr "使用模式"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3244 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Product Id"
msgstr "Xbox One 产品 ID"

#: /Runtime/Camera/GraphicsSettings.cpp:461 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Lightmap Keep Dir Combined"
msgstr "光照贴图保持 Dir 组合"

#: /Editor/Src/Animation/BlendTree.cpp:69
msgid "Blend ParameterY"
msgstr "混合 ParameterY"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2813
msgid "IOS Launch Screen Type"
msgstr "IOS 启动屏幕类型"

#: /Editor/Src/AssetPipeline/AssetImporter.cpp:61
msgid "Asset Importer"
msgstr "资源导入器"

#: /Runtime/Camera/ReflectionProbes.cpp:73 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Importance"
msgstr "重要性"

#: /Runtime/Graphics/GISettings.h:102
msgid "Dynamic Env"
msgstr "动态环境"

#: /Editor/Src/LightmappingAnalyticsData.h:80
msgid "Compute Baked"
msgstr "计算烘焙"

#: /Editor/Src/LightmapEditorSettings.cpp:147 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "PVR Sample Count"
msgstr "PVR 样本数"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2866
msgid "Apple Enable Automatic Signing"
msgstr "Apple 启用自动签名"

#: /Runtime/Graphics/Texture2D.cpp:1581
msgid "Texture2D"
msgstr "Texture2D"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2528
msgid "Material Version"
msgstr "材质版本"

#: /Runtime/Graphics/QualitySettings.cpp:482
msgid "MaximumLOD Level"
msgstr "MaximumLOD 级别"

#: /Runtime/Scripting/Marshalling/Test/BaseMarshallingTests.h:266
msgid "Prop"
msgstr "属性"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2509
msgid "Billboard Transition Cross Fade Width"
msgstr "Billboard 过渡交叉淡化宽度"

#: /Runtime/BaseClasses/GameObject.cpp:1106
msgid "Is Static"
msgstr "是静态的"

#: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:41
msgid "Alpha Texture"
msgstr "Alpha 纹理"

#: /Runtime/Graphics/TrailRenderer.cpp:550
msgid "Start Width"
msgstr "起始宽度"

#: /Runtime/Serialize/BuildUsageTags.h:88
msgid "Shader Include Instancing Variants"
msgstr "着色器包含实例变体"

#: /Runtime/Geometry/Polygon2D.h:70
msgid "Paths"
msgstr "路径"

#: /Runtime/Camera/ShadowSettings.h:36
msgid "Culling Matrix Override"
msgstr "剔除矩阵覆盖"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:128 Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Start"
msgstr "起始"

#: /Runtime/Misc/PlayerSettings.cpp:710
msgid "Xbox One Mono Logging Level"
msgstr "Xbox One Mono 日志级别"

#: /Editor/Src/EditorUserBuildSettings.cpp:197
msgid "NVN Draw Validation Light"
msgstr "NVN 绘制验证（少量）"

#: /Runtime/Serialize/SerializationTests.cpp:440
msgid "Long Long"
msgstr "Long Long"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3251
msgid "Xbox One Packaging Override Path"
msgstr "Xbox One 封装覆盖路径"

#: /Runtime/Shaders/Shader.cpp:2021
msgid "Compressed Blob"
msgstr "已压缩的 Blob"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3151
msgid "WebGL Data Caching"
msgstr "WebGL 数据缓存"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3254
msgid "Xbox One Package Encryption"
msgstr "Xbox One 包加密"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2899
msgid "Android Keyalias Name"
msgstr "Android 密钥别名名称"

#: /Runtime/Misc/PlayerSettings.cpp:783
msgid "Color Gamuts"
msgstr "色域"

#: /Runtime/Input/InputAxis.h:151
msgid "Sensitivity"
msgstr "灵敏度"

#: /Editor/Src/Animation/StateMachine.cpp:863
msgid "Any State Position"
msgstr "任意状态位置"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:165
msgid "Kernel Macros"
msgstr "内核宏"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3091
msgid "Ps4pn Game Custom Data"
msgstr "Ps4pn 游戏自定义数据"

#: /Editor/Src/Utility/SerializedPropertyTests.cpp:126
msgid "Integer Array"
msgstr "整数数组"

#: /Runtime/Graphics/GISettings.h:77 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Albedo Boost"
msgstr "强化反射率"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2880
msgid "Use Custom Launcher Manifest"
msgstr "使用自定义启动器清单"

#: /Editor/Src/Animation/Transition.cpp:30 Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Mute"
msgstr "静音"

#: /Runtime/Transform/Transform.cpp:1490 Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Transform"
msgstr "转换"

#: /Editor/Src/LightmappingAnalyticsData.h:98
msgid "Progressive"
msgstr "渐进"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3064
msgid "Ps4Startup Image Path"
msgstr "Ps4Startup 图像路径"

#: /Editor/Src/AnnotationManager.cpp:488
msgid "World Icon Size"
msgstr "世界图标大小"

#: /Editor/Src/LightmapEditorSettings.cpp:139
msgid "Bake Backend"
msgstr "烘焙后端"

#: /Runtime/Misc/PlayerSettings.cpp:642 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Mac Retina Support"
msgstr "Mac Retina 支持"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2460
msgid "Icons"
msgstr "图标"

#: /Editor/Src/Animation/BlendTree.h:38
msgid "Direct Blend Parameter"
msgstr "直接混合参数"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:141
msgid "Sprite Extrude"
msgstr "Sprite 拉伸"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:40
msgid "Motions"
msgstr "运动"

#: /Runtime/Graphics/QualitySettings.cpp:467
msgid "Shadow Cascade4Split"
msgstr "阴影 Cascade4Split"

#: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:46
msgid "Adaptive Tiling Threshold"
msgstr "自适应平铺阈值"

#: /Runtime/Graphics/Texture3D.cpp:632 Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Depth"
msgstr "深度"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:160
msgid "Tangent Signs"
msgstr "切线符号"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3245
msgid "Xbox One Update Key"
msgstr "Xbox One 更新秘钥"

#: /Runtime/Geometry/AABB.h:122
msgid "Min MaxAABB"
msgstr "最小 MaxAABB"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3216
msgid "Wsa Images"
msgstr "WSA 图像"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2923
msgid "Build Target Icons"
msgstr "生成目标图标"

#: /Runtime/Camera/ShadowSettings.h:32 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Strength"
msgstr "强度"

#: /Runtime/Shaders/ShaderLivelinkCommon.h:69
msgid "Allow Async"
msgstr "允许异步"

#: /Editor/Src/EditorUserBuildSettings.cpp:175 PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Development"
msgstr "开发"

#: /Runtime/Shaders/SerializedShaderData.h:875
msgid "Z Clip"
msgstr "Z 剪辑"

#: /Runtime/Misc/PlayerSettings.cpp:758
msgid "Wsa Transparent Swapchain"
msgstr "Wsa 透明交换链"

#: /Runtime/Misc/PlayerSettings.cpp:567 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Default Cursor"
msgstr "默认光标"

#: /Runtime/Math/Color.h:416 Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "R"
msgstr "R"

#: /Runtime/Graphics/Texture3D.cpp:637
msgid "Mip Map"
msgstr "MIP 贴图"

#: /Runtime/Camera/Light.cpp:328 Editor/Mono/Inspector/LightEditor.cs:1
msgid "Flare"
msgstr "眩光"

#: /Editor/Src/Animation/Transition.cpp:245 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Ordered Interruption"
msgstr "有序中断"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:66
msgid "Out Buffers"
msgstr "缓冲区外"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:149
msgid "Alpha Usage"
msgstr "Alpha 使用情况"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3230
msgid "Metro Splash Screen Use Background Color"
msgstr "Metro 启动画面使用背景颜色"

#: /Runtime/Camera/RenderSettings.cpp:497 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1
msgid "Halo Strength"
msgstr "光晕强度"

#: /Editor/Src/Prefabs/PrefabInstance.cpp:122
msgid "Objects"
msgstr "对象"

#: /Runtime/Graphics/LightmapSettings.cpp:76 Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Light Probes"
msgstr "光照探测器"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3088
msgid "Ps4pn Sessions"
msgstr "Ps4pn 会话"

#: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:98
msgid "Module Name"
msgstr "模块名称"

#: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:99
msgid "Dir Name"
msgstr "Dir 名称"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:157 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Tangents"
msgstr "切线"

#: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:137 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1
msgid "Outline"
msgstr "轮廓"

#: /Editor/Src/AssetPipeline/AssetImporterLog.cpp:57
msgid "Logs"
msgstr "日志"

#: /Runtime/Graphics/GISettings.h:92
msgid "Environment Lighting Mode"
msgstr "环境照明模式"

#: /Runtime/Graphics/ProbeSetTetrahedralization.h:47
msgid "Tetrahedra"
msgstr "四面体"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:69
msgid "Build Allowed"
msgstr "允许生成"

#: /Runtime/Input/TimeManager.cpp:659
msgid "Set Time Manually"
msgstr "手动设置时间"

#: /Runtime/Camera/LightProbes.cpp:47
msgid "Baked Light Occlusion"
msgstr "烘焙光照遮挡"

#: /Runtime/Camera/OcclusionArea.cpp:53
msgid "Override Resolution"
msgstr "覆盖分辨率"

#: /Runtime/Misc/BuildSettings.cpp:179
msgid "Is Educational Build"
msgstr "是教育生成"

#: /Runtime/Misc/PlayerSettings.cpp:617 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Android Show Activity Indicator On Loading"
msgstr "Android 加载时显示活动指示器"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:289
msgid "Includes Hash"
msgstr "包括哈希"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2820
msgid "IOS Launch Screeni Pad Type"
msgstr "IOS 启动屏幕 iPad 类型"

#: /Runtime/Misc/PlayerSettings.cpp:620
msgid "Allowed Autorotate To Portrait"
msgstr "允许自动旋转切换为竖屏"

#: /Runtime/BaseClasses/GameObject.cpp:1098
msgid "Nav Mesh Layer"
msgstr "导航网格层"

#: /Runtime/Serialize/SerializationTests.cpp:451 Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Vector"
msgstr "矢量"

#: /Runtime/Utilities/DateTimeTests.cpp:276
msgid "Low Seconds"
msgstr "低秒"

#: /Editor/Src/EditorSettings.cpp:197
msgid "Etc Texture Compressor Behavior"
msgstr "Etc 纹理压缩器行为"

#: /Runtime/Camera/LightProbeProxyVolume.cpp:157
msgid "ResolutionX"
msgstr "ResolutionX"

#: /Runtime/Misc/PlayerSettings.cpp:721 PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Queue Compute Memory"
msgstr "Switch 队列计算内存"

#: /Runtime/Shaders/SerializedShaderData.h:624
msgid "Local Keyword Indices"
msgstr "局部关键字指数"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2812
msgid "TvOS Top Shelf Image Wide Layers2x"
msgstr "TvOS 顶架图像宽度 Layers2x"

#: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:195
msgid "FlipX"
msgstr "翻转 X"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3090
msgid "Ps4pn Friends"
msgstr "Ps4pn 朋友"

#: /Runtime/Misc/PlayerSettings.cpp:932
msgid "Virtual Texturing Support Enabled"
msgstr "已启用虚拟纹理支持"

#: /Runtime/Misc/PlayerSettings.cpp:670 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Allow Fullscreen Switch"
msgstr "允许全屏开关"

#: /Runtime/Misc/PlayerSettings.cpp:850
msgid "Enable Native Platform Backends For New Input System"
msgstr "为新输入系统启用本机平台后端"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2798
msgid "UI Exit On Suspend"
msgstr "UI 暂停时退出"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3222
msgid "Metro Wide Tile Show Name"
msgstr "Metro 宽形磁贴显示名称"

#: /Runtime/Graphics/TrailRenderer.cpp:551
msgid "End Width"
msgstr "末尾宽度"

#: /Runtime/Shaders/SerializedShaderData.h:894 Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Fog Color"
msgstr "雾颜色"

#: /Editor/Src/Animation/StateMachine.cpp:314
msgid "IK On Feet"
msgstr "脚部 IK"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2804
msgid "AppleTV Splash Screen2x"
msgstr "AppleTV 启动画面2x"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2865
msgid "TvOS Manual Signing Provisioning Profile Type"
msgstr "TvOS 手动签名配置文件类型"

#: /Editor/Src/Scripting/EditorOnlyScriptingSettings.cpp:68
msgid "Script Debug Info Enabled"
msgstr "已启用脚本调试信息"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2512 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Scale Factor"
msgstr "缩放系数"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3063
msgid "Ps4Background Image Path"
msgstr "Ps4Background 图像路径"

#: /Editor/Src/Utility/SerializedPropertyTests.cpp:179
msgid "Float Value"
msgstr "浮点值"

#: /Runtime/Shaders/SerializedShaderData.h:1079
msgid "Editor Data Hash"
msgstr "编辑器数据哈希"

#: /Runtime/Graphics/ProbeSetTetrahedralization.h:48
msgid "Hull Rays"
msgstr "外壳射线"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3060
msgid "Ps4Video Out Reprojection Rate"
msgstr "Ps4Video 输出二次投影率"

#: /Runtime/Math/AnimationCurve.h:295
msgid "In Slope"
msgstr "输入斜率"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3052
msgid "Ps4Category"
msgstr "Ps4Category"

#: /Runtime/Graphics/LineRenderer.cpp:360 Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Use World Space"
msgstr "使用世界空间"

#: /Editor/Src/AnnotationManager.cpp:491
msgid "Show Selection Outline"
msgstr "显示选择轮廓"

#: /Runtime/Misc/PlayerSettings.cpp:768
msgid "Is Wsa Holographic Remoting Enabled"
msgstr "是已启用 Wsa Holographic Remoting 的"

#: /Runtime/Misc/PlayerSettings.cpp:716 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Present Immediate Threshold"
msgstr "Xbox One 存在即时阈值"

#: /Runtime/Misc/PlayerSettings.cpp:626 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Preserve Framebuffer Alpha"
msgstr "保持 Framebuffer Alpha"

#: /Runtime/Camera/RenderSettings.cpp:506
msgid "Reflection Intensity"
msgstr "反射强度"

#: /Editor/Src/EditorUserBuildSettings.cpp:193
msgid "Export As Google Android Project"
msgstr "导出为谷歌 Android 项目"

#: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:48 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1
msgid "Secondary Textures"
msgstr "辅助纹理"

#: /Runtime/Math/Rect.h:236
msgid "Ymin"
msgstr "Ymin"

#: /Runtime/Misc/PlayerSettings.cpp:740
msgid "Bundle Version"
msgstr "包版本"

#: /Editor/Src/EditorUserBuildSettings.cpp:208
msgid "Android Create Symbols Zip"
msgstr "Android 创建符号 Zip"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:580
msgid "Method Name"
msgstr "方法名称"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2487 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Enable Subsurface"
msgstr "启用次表面"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2482 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Static Batching"
msgstr "静态批处理"

#: /Runtime/Shaders/SerializedShaderData.h:733
msgid "Src Blend Alpha"
msgstr "源混合 Alpha"

#: /Runtime/Graphics/StaticBatchInfo.h:16
msgid "Sub Mesh Count"
msgstr "子网格数"

#: /Editor/Src/EditorSettings.cpp:261
msgid "Asset Pipeline Mode"
msgstr "资源管道模式"

#: /Runtime/Misc/PlayerSettings.cpp:708
msgid "Xbox OneS Resolution"
msgstr "Xbox OneS 分辨率"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2881
msgid "Use Custom Main Gradle Template"
msgstr "使用自定义主要 Gradle 模板"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2933
msgid "OpenGL RequireES32"
msgstr "OpenGL RequireES32"

#: /Runtime/Misc/PlayerSettings.cpp:565 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Product Name"
msgstr "产品名称"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:88
msgid "AndroidETC2Fallback Downscale"
msgstr "AndroidETC2Fallback 缩放"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:179
msgid "Baked Skybox Probe Cubemaps"
msgstr "烘焙天空盒探测器立方体贴图"

#: /Runtime/BaseClasses/EditorExtension.cpp:164
msgid "Editor Extension"
msgstr "编辑器扩展"

#: /Runtime/Serialize/BuildTarget.h:97
msgid "Sub Target"
msgstr "子目标"

#: /Runtime/Serialize/SerializationTests.cpp:187
msgid "Str InvalidUTF8"
msgstr "Str InvalidUTF8"

#: /Editor/Src/Animation/StateMachine.cpp:781
msgid "Child State Machine Position"
msgstr "子状态机位置"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3103
msgid "Ps4Audio3d Virtual Speaker Count"
msgstr "Ps4Audio3d 虚拟扬声器数量"

#: /Editor/Src/LightmappingAnalyticsData.h:83 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Indirect Resolution"
msgstr "间接分辨率"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3067
msgid "Ps4Save Data Image Path"
msgstr "Ps4Save 数据图像路径"

#: /Editor/Src/EditorSettings.cpp:193
msgid "PrefabUI Environment"
msgstr "PrefabUI 环境"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:173
msgid "Include Files"
msgstr "包含文件"

#: /Runtime/Graphics/QualitySettings.cpp:490
msgid "Streaming Mipmaps Max FileIO Requests"
msgstr "流式 Mipmaps 最大 FileIO 请求"

#: /Runtime/Misc/BuildSettings.cpp:177
msgid "Is No Watermark Build"
msgstr "是无水印生成"

#: /Editor/Src/Animation/BlendTree.cpp:72 Editor/Mono/Inspector/BlendTreeInspector.cs:1
msgid "Use Automatic Thresholds"
msgstr "使用自动阈值"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2755 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "APK Expansion Files"
msgstr "APK 扩展文件"

#: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:990
msgid "Bones"
msgstr "骨骼"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:188
msgid "Secondary Texture Settings"
msgstr "辅助纹理设置"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:72
msgid "ProjectGUID"
msgstr "ProjectGUID"

#: /Editor/Src/EditorSettings.cpp:212 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Project Generation Root Namespace"
msgstr "项目生成根命名空间"

#: /Runtime/Graphics/QualitySettings.cpp:484
msgid "Streaming Mipmaps Active"
msgstr "流式 Mipmaps 活动"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3284
msgid "Lumin Version"
msgstr "Lumin 版本"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2956 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Camera Usage Description"
msgstr "摄像机使用说明"

#: /Editor/Src/EditorSettings.cpp:199
msgid "Etc Texture Normal Compressor"
msgstr "Etc 纹理正常压缩器"

#: /Editor/Src/EditorSettings.cpp:200
msgid "Etc Texture Best Compressor"
msgstr "Etc 纹理最好压缩器"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:163
msgid "Source File"
msgstr "源文件"

#: /Runtime/Serialize/BuildUsageTags.h:82
msgid "Shader Usage Keyword Names"
msgstr "着色器使用情况关键字名称"

#: /Editor/Src/Prefabs/PropertyModificationPerformanceTests.cpp:104
msgid "Bytes"
msgstr "字节"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2808
msgid "TvOS Large Icon Layers2x"
msgstr "TvOS 大图标 Layers2x"

#: /Editor/Src/EditorUserBuildSettings.cpp:230
msgid "Xbox One Streaming Install Launch Chunk Range"
msgstr "Xbox One 流安装启动块范围"

#: /Runtime/Input/InputManager.cpp:319
msgid "Last Joy Num"
msgstr "最后的游戏杆编号"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:79
msgid "Move Lock"
msgstr "移动锁定"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:325
msgid "Output Buffers"
msgstr "输出缓冲区"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2474
msgid "Variant Tag Name"
msgstr "变体标签名"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3253 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Version"
msgstr "Xbox One 版本"

#: /Runtime/Math/AnimationCurve.h:309
msgid "In Weight"
msgstr "在权重"

#: /Editor/Src/Prefabs/PropertyModificationPerformanceTests.cpp:109
msgid "Bytes Size"
msgstr "字节大小"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2822
msgid "IOS Launch Screeni Pad Background Color"
msgstr "IOS 启动屏幕 iPad 背景颜色"

#: /Runtime/Misc/PlayerSettings.cpp:621
msgid "Allowed Autorotate To Portrait Upside Down"
msgstr "允许自动旋转切换为竖屏倒置"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:140 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Sprite Mode"
msgstr "Sprite 模式"

#: /Runtime/BaseClasses/GameObject.cpp:1093
msgid "Tag String"
msgstr "标签字符串"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:125
msgid "Organization Foreign Keys"
msgstr "组织外键"

#: /Editor/Src/EditorSettings.cpp:265
msgid "Cache Server Enable Download"
msgstr "缓存服务器启用下载"

#: /Runtime/Camera/Flare.h:76
msgid "Use Light Color"
msgstr "使用光照颜色"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2578
msgid "Texture Streaming Priority"
msgstr "纹理流优先级"

#: /Editor/Src/AssetPipeline/AssetImporter.cpp:724
msgid "Used FileI Ds"
msgstr "已使用的文件 ID"

#: /Runtime/Graphics/EnlightenSceneMapping.h:219
msgid "Atlas OffsetX"
msgstr "图集偏移 X"

#: /Runtime/Misc/PlayerSettings.cpp:701
msgid "Xbox EnablePIX Sampling"
msgstr "Xbox 启用 PIX 采样"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:194
msgid "Splash Screen Logos"
msgstr "启动画面徽标"

#: /Runtime/Misc/PlayerSettings.cpp:846
msgid "Project Name"
msgstr "项目名称"

#: /Runtime/Math/AnimationCurve.h:294 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1
msgid "Value"
msgstr "值"

#: /Runtime/Misc/PlayerSettings.cpp:553 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Default Screen Orientation"
msgstr "默认屏幕方向*"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:193
msgid "Total Sprite Surface Area"
msgstr "总 Sprite 表面积"

#: /Editor/Src/Utility/SerializedPropertyTests.cpp:252
msgid "Different Layout"
msgstr "不同布局"

#: /Runtime/Graphics/Mesh/Mesh.cpp:634
msgid "UV1"
msgstr "UV1"

#: /Runtime/Shaders/SerializedShaderData.h:878
msgid "Culling"
msgstr "剔除"

#: /Editor/Src/Animation/AnimatorControllerLayer.h:64
msgid "State Machine Behaviours"
msgstr "状态机行为"

#: /Runtime/Shaders/SerializedShaderData.h:629
msgid "Vector Params"
msgstr "矢量参数"

#: /Editor/Src/BuildPipeline/BuildSerialization.h:97
msgid "Scene Classes"
msgstr "场景类"

#: /Runtime/Graphics/CustomRenderTexture.cpp:669 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Update Zone Space"
msgstr "更新区域空间"

#: /Runtime/Graphics/Texture2D.cpp:1345
msgid "Ignore Master Texture Limit"
msgstr "忽略主纹理限制"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3240
msgid "Metro Protocol Name"
msgstr "Metro 协议名称"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:143 Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Alignment"
msgstr "对齐"

#: /Runtime/Mono/MonoScript.cpp:345 Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1
msgid "Script"
msgstr "脚本"

#: /Editor/Src/Animation/Transition.cpp:31
msgid "Is Exit"
msgstr "是出口"

#: /Editor/Src/EditorUserSettings.cpp:234
msgid "VC Workspace"
msgstr "VC 工作区"

#: /Runtime/Serialize/SerializationTests.cpp:437
msgid "Int"
msgstr "整型"

#: /Runtime/Graphics/Mesh/SubMesh.h:66
msgid "LocalAABB"
msgstr "LocalAABB"

#: /Runtime/Shaders/ShaderNameRegistry.cpp:175
msgid "Preload Shaders"
msgstr "预加载着色器"

#: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:192 Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Sprite"
msgstr "精灵"

#: /Runtime/Misc/PlayerSettings.cpp:574 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Default Screen Width"
msgstr "默认屏幕宽度"

#: /Runtime/Graphics/Mesh/MeshRenderer.cpp:62
msgid "Additional Vertex Streams"
msgstr "附加顶点流"

#: /Runtime/Shaders/SerializedShaderData.h:736
msgid "Blend Op Alpha"
msgstr "混合操作 Alpha"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:579
msgid "Class Index"
msgstr "类索引"

#: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:52
msgid "Requires"
msgstr "需要"

#: /Runtime/Serialize/SerializationTests.cpp:447
msgid "Float Test"
msgstr "浮动测试"

#: /Runtime/Graphics/LightingSettings.cpp:68
msgid "Enable Realtime Lightmaps"
msgstr "启用实时光照贴图"

#: /Runtime/Transform/RectTransform.cpp:198
msgid "Anchored Position"
msgstr "锚定位置"

#: /Runtime/Shaders/Shader.cpp:2016
msgid "Offsets"
msgstr "偏移"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:326
msgid "Constant Buffers Desc"
msgstr "常量缓冲区描述"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:164
msgid "UV Info"
msgstr "UV 信息"

#: /Runtime/Graphics/EnlightenSceneMapping.h:207
msgid "Dynamic LightmapST In System"
msgstr "系统中的动态 LightmapST"

#: /Runtime/Math/Gradient.cpp:246 Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1
msgid "Gradient"
msgstr "渐变"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:149
msgid "Platform Keywords"
msgstr "平台关键字"

#: /Runtime/Graphics/SpriteFrame.cpp:157
msgid "Rect"
msgstr "矩形"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3276
msgid "Cloud Services Enabled"
msgstr "已启用云服务"

#: /Editor/Src/ProjectUtility.h:96
msgid "Default Scene"
msgstr "默认场景"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:314
msgid "Ray Gen Mask"
msgstr "射线生成遮罩"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:130
msgid "Cubemap Convolution"
msgstr "立方体贴图卷积型"

#: /Runtime/Shaders/ShaderLivelinkCommon.h:64
msgid "Program Mask"
msgstr "程序遮罩"

#: /Runtime/Camera/RenderSettings.cpp:487
msgid "Ambient Sky Color"
msgstr "环境天空颜色"

#: /Editor/Src/EditorSettings.cpp:194
msgid "Sprite Packer Mode"
msgstr "Sprite 打包器模式"

#: /Runtime/Misc/PlayerSettings.cpp:581 Editor/Mono/Modules/DefaultPlayerSettingsEditorExtension.cs:1
msgid "MT Rendering"
msgstr "MT 渲染"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2921
msgid "Android App Bundle Size To Validate"
msgstr "要验证的 Android 应用程序资源包大小"

#: /Editor/Src/EditorUserSettings.cpp:245
msgid "VC Overwrite Failed Checkout Assets"
msgstr "VC 覆盖失败的签出资源"

#: /Runtime/Camera/GraphicsSettings.cpp:482 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Deferred Reflections"
msgstr "延迟反射"

#: /Editor/Src/Animation/Transition.cpp:238
msgid "Transition Duration"
msgstr "过渡持续时间"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2862
msgid "IOS Manual Signing Provisioning ProfileID"
msgstr "IOS 手动签名配置文件 ID"

#: /Editor/Src/Collab/Logging/CollabCurlRequestEventLogger.h:149
msgid "Response Headers"
msgstr "响应头"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3114
msgid "Ps4attrib3D Support"
msgstr "Ps4attrib3D 支持"

#: /Runtime/Input/TimeManager.cpp:660
msgid "Use Fixed Time Step"
msgstr "使用固定时间步进"

#: /Runtime/Misc/PlayerSettings.cpp:578
msgid "Stereo Rendering Path"
msgstr "立体渲染路径"

#: /Runtime/Graphics/EnlightenSceneMapping.h:230
msgid "Num Chunks InY"
msgstr "InY 上的块数量"

#: /Runtime/Camera/GraphicsSettings.cpp:510 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Transparency Sort Axis"
msgstr "透明度排序轴"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:103
msgid "Fade Out"
msgstr "淡出"

#: /Runtime/Shaders/SerializedShaderData.h:1121
msgid "Texture Name"
msgstr "纹理名称"

#: /Runtime/Graphics/Image.h:261
msgid "Row Bytes"
msgstr "行字节"

#: /Runtime/Misc/PlayerSettings.cpp:728
msgid "Stadia Target Framerate"
msgstr "Stadia 目标帧率"

#: /Runtime/Misc/BuildSettings.cpp:202 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Version"
msgstr "版本"

#: /Runtime/Interfaces/IVirtualTexturingManager.cpp:117
msgid "Build Texture Stack Reference"
msgstr "生成纹理堆栈引用"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2816
msgid "IOS Launch Screen Background Color"
msgstr "IOS 启动屏幕背景颜色"

#: /Runtime/Graphics/QualitySettings.cpp:495
msgid "Async Upload Persistent Buffer"
msgstr "异步上传持久缓冲区"

#: /Runtime/Camera/ReflectionProbes.cpp:59 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Box Size"
msgstr "盒大小"

#: /Runtime/Input/TimeManager.cpp:656
msgid "Real Zero Time"
msgstr "实际零时"

#: /Runtime/Camera/RenderSettings.cpp:500 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1
msgid "Halo Texture"
msgstr "光晕材质"

#: /Runtime/Shaders/SerializedShaderData.h:877
msgid "Z Write"
msgstr "Z 写入"

#: /Runtime/Misc/PlayerSettings.cpp:771
msgid "Enable Frame Timing Stats"
msgstr "启用帧时间统计"

#: /Runtime/Misc/BuildSettings.cpp:178
msgid "Is Prototyping Build"
msgstr "是原型生成"

#: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:20
msgid "Type Tree Hash"
msgstr "类型树哈希"

#: /Runtime/Camera/ReflectionProbes.cpp:62
msgid "Far Clip"
msgstr "远剪裁"

#: /Runtime/Shaders/SerializedShaderData.h:166
msgid "W"
msgstr "W"

#: /Runtime/BaseClasses/GameObject.cpp:1120 Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "Is Active"
msgstr "是活动的"

#: /Editor/Src/EditorSettings.cpp:216 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Async Shader Compilation"
msgstr "异步着色器编译"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2916 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Minify Release"
msgstr "Android 缩小发布"

#: /Editor/Src/EditorUserBuildSettings.cpp:198
msgid "NVN Draw Validation Heavy"
msgstr "NVN 绘制验证（大量）"

#: /Editor/Src/EditorUserBuildSettings.cpp:206
msgid "HTCS Script Debugging For Switch"
msgstr "适用于 Switch 的 HTCS 脚本调试"

#: /Runtime/Camera/Projector.cpp:379
msgid "Orthographic"
msgstr "正交"

#: /Runtime/Shaders/SerializedShaderData.h:1175
msgid "Passes"
msgstr "通路"

#: /Runtime/Graphics/Mesh/MeshTypes.h:34
msgid "Bone Index"
msgstr "骨骼索引"

#: /Runtime/Shaders/ShaderLivelinkCommon.h:70
msgid "Only From Cache"
msgstr "仅来自缓存"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2523 Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1
msgid "Content Type"
msgstr "内容类型"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2951 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Enable Internal Profiler"
msgstr "启用内部探查器"

#: /Runtime/Graphics/QualitySettings.cpp:462
msgid "Shadow Projection"
msgstr "阴影投影"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2524
msgid "File Type"
msgstr "文件类型"

#: /Runtime/2D/Common/SpriteTypes.h:94
msgid "Parent Id"
msgstr "父 Id"

#: /Editor/Src/Animation/Transition.cpp:241 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Has Exit Time"
msgstr "有退出时间"

#: /Editor/Src/Prefabs/PrefabInstance.cpp:112
msgid "Source Prefab"
msgstr "源预制件"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2876
msgid "Template Package Id"
msgstr "模板包 Id"

#: /Editor/Src/LightmappingAnalyticsData.h:126 Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Bounces"
msgstr "反弹"

#: /Runtime/Graphics/LightingSettings.cpp:142
msgid "PVR Denoiser Type Direct"
msgstr "PVR 直接型降噪器"

#: /Runtime/BaseClasses/BaseObject.cpp:862
msgid "InstanceID"
msgstr "InstanceID"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:105 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Mip Maps Preserve Coverage"
msgstr "Mip Maps 保留覆盖范围"

#: /Editor/Src/LightmapEditorSettings.cpp:165
msgid "PVR Filtering Gauss Radius Direct"
msgstr "PVR 过滤高斯直接半径"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:46
msgid "Frames"
msgstr "帧"

#: /Runtime/Graphics/Texture.cpp:693
msgid "Is Alpha Channel Optional"
msgstr "Alpha 通道是否可选"

#: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:29
msgid "Modules"
msgstr "模块"

#: /Editor/Src/AssetPipeline/AssetMetaData.cpp:27
msgid "Path Name"
msgstr "路径名称"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3100
msgid "Ps4Social Screen Enabled"
msgstr "Ps4Social 屏幕已经启用"

#: /Runtime/Misc/PlayerSettings.cpp:555 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Target Device"
msgstr "目标设备"

#: /Runtime/Camera/GraphicsSettings.cpp:484 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Legacy Deferred"
msgstr "旧版延迟"

#: /Editor/Src/LightmapEditorSettings.cpp:171
msgid "PVR Filtering Atrous Position SigmaAO"
msgstr "PVR 过滤 Atrous 位置 SigmaAO"

#: /Runtime/Mono/MonoBehaviour.cpp:61
msgid "Mono Behaviour"
msgstr "Mono 行为"

#: /Editor/Src/LightmappingAnalyticsData.h:124 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Direct Samples"
msgstr "直接样本"

#: /Editor/Src/LightmappingAnalyticsData.h:128 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Min Bounces"
msgstr "最小反弹次数"

#: /Runtime/Misc/PlayerSettings.cpp:851
msgid "Disable Old Input Manager Support"
msgstr "禁用旧输入管理器支持"

#: /Runtime/Serialize/SerializationTests.cpp:453
msgid "Map"
msgstr "映射"

#: /Runtime/Camera/GraphicsSettings.cpp:505 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Preloaded Shaders"
msgstr "已预加载着色器"

#: /Runtime/Serialize/SerializationTests.cpp:156
msgid "StrASCII"
msgstr "StrASCII"

#: /Runtime/Graphics/LineBuilder.h:150
msgid "Width Multiplier"
msgstr "宽度乘数"

#: /Runtime/Input/TimeManager.cpp:661 Editor/Mono/Inspector/TimeManagerInspector.cs:1
msgid "Time Scale"
msgstr "时间尺度"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:283
msgid "Code"
msgstr "代码"

#: /Runtime/Geometry/AABB.h:254 Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "Min"
msgstr "最小"

#: /Editor/Src/Collab/Requests/SubmitRequest.h:55
msgid "Transaction Id"
msgstr "事务 Id"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2446
msgid "Sub Kind"
msgstr "子类"

#: /Editor/Src/EditorUserSettings.cpp:220
msgid "VC Automatic Add"
msgstr "VC 自动添加"

#: /Editor/Src/Animation/BlendTree.h:41
msgid "Direct Blend Event"
msgstr "直接混合事件"

#: /Editor/Src/EditorSettings.cpp:264
msgid "Cache Server Namespace Prefix"
msgstr "缓存服务器命名空间前缀"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3070
msgid "Ps4Share File Path"
msgstr "Ps4Share 文件路径"

#: /Runtime/Camera/OcclusionCullingData.cpp:73
msgid "Size Renderers"
msgstr "大小渲染器"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3110
msgid "Ps4Patch Day One"
msgstr "Ps4Patch 第一天"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:70
msgid "Project Bound"
msgstr "项目边界"

#: /Editor/Src/EditorUserBuildSettings.cpp:182
msgid "Symlink Trampoline"
msgstr "符号链接蹦床"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:180
msgid "Packing Parameters"
msgstr "打包参数"

#: /Runtime/Misc/PlayerSettings.cpp:618
msgid "Ios Use Custom App Background Behavior"
msgstr "Ios 使用自定义应用程序后台行为"

#: /Runtime/BaseClasses/EditorExtension.cpp:72 Editor/Mono/Handles.cs:1
msgid "Prefab"
msgstr "预制件"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3238
msgid "MetroFTA Name"
msgstr "MetroFTA 名称"

#: /Runtime/Camera/RenderSettings.cpp:517
msgid "Generated Skybox Reflection"
msgstr "生成天空盒反射"

#: /Runtime/BaseClasses/EditorExtension.cpp:68
msgid "Prefab Internal"
msgstr "预制件内部"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:356
msgid "Ray Tracing ShaderID"
msgstr "射线追踪着色器 ID"

#: /Editor/Src/LightmapEditorSettings.cpp:166
msgid "PVR Filtering Gauss Radius Indirect"
msgstr "PVR 过滤高斯间接半径"

#: /Runtime/Mono/MonoScript.cpp:351
msgid "Execution Order"
msgstr "执行顺序"

#: /Runtime/Graphics/LightingSettings.cpp:147 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "PVR Filter Type Indirect"
msgstr "PVR 间接过滤器"

#: /Editor/Src/EditorUserBuildSettings.cpp:180
msgid "Install In Build Folder"
msgstr "在生成文件夹中安装"

#: /Editor/Src/Animation/StateMachine.cpp:849
msgid "Child State Machines"
msgstr "子状态机"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:161
msgid "Float Colors"
msgstr "浮动颜色"

#: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:998
msgid "DirtyAABB"
msgstr "DirtyAABB"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2879
msgid "Use Custom Main Manifest"
msgstr "使用自定义主要清单"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:138
msgid "Lightmapped Renderer Data"
msgstr "光照贴图渲染器数据"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2953
msgid "Enable Crash ReportAPI"
msgstr "启用崩溃 ReportAPI"

#: /Runtime/Shaders/SerializedShaderData.h:1202
msgid "Default Name"
msgstr "默认名称"

#: /Runtime/Graphics/EnlightenSceneMapping.h:247
msgid "System Atlases"
msgstr "系统图集"

#: /Runtime/Misc/PlayerSettings.cpp:847
msgid "Organization Id"
msgstr "组织 Id"

#: /Editor/Src/LightmapEditorSettings.cpp:123
msgid "CompAO Exponent Direct"
msgstr "直接 CompAO 指数"

#: /Editor/Src/InspectorExpandedState.cpp:189
msgid "Expanded Properties"
msgstr "已展开的属性"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:168
msgid "SupportedAP Is"
msgstr "支持的 API"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3058
msgid "Ps4Video Out Initial Width"
msgstr "Ps4Video 输出初始宽度"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:38 Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "Mask"
msgstr "遮罩"

#: /Runtime/Graphics/QualitySettings.cpp:551
msgid "Default Mobile Quality"
msgstr "默认手机质量"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2795 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "UI Requires Persistent Wi Fi"
msgstr "UI 要求有持续的 WiFi"

#: /Runtime/Graphics/Mesh/Mesh.cpp:698
msgid "Index Buffer"
msgstr "索引缓冲区"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2531 PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Port"
msgstr "端口"

#: /Runtime/Camera/ShadowSettings.h:35 Editor/Mono/Inspector/LightEditor.cs:1
msgid "Near Plane"
msgstr "近平面"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3206 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Metro Package Name"
msgstr "Metro 包名称"

#: /Runtime/Shaders/SerializedShaderData.h:1381
msgid "To"
msgstr "到"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2919
msgid "Android Validate App Bundle Size"
msgstr "Android 验证应用程序资源包大小"

#: /Runtime/Misc/PlayerSettings.cpp:659 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Resizable Window"
msgstr "可调整大小的窗口"

#: /Runtime/Misc/PlayerSettings.cpp:658 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use Flip Model Swapchain"
msgstr "使用翻转模型交换链"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:316
msgid "Multisampled"
msgstr "多重采样"

#: /Runtime/Graphics/Texture.cpp:692
msgid "Downscale Fallback"
msgstr "缩减回退"

#: /Editor/Src/Animation/BlendTree.cpp:68
msgid "Blend Parameter"
msgstr "混合 Parameter"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3109
msgid "Ps4Patch Changeinfo Path"
msgstr "Ps4Patch Changeinfo 路径"

#: /Editor/Src/HierarchyState.cpp:21
msgid "Expanded"
msgstr "已展开"

#: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:995 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1
msgid "Root Bone"
msgstr "根骨骼"

#: /Runtime/Camera/GraphicsSettings.cpp:331
msgid "EnableLPPV"
msgstr "启用 LPPV"

#: /Editor/Src/LightmapEditorSettings.cpp:167
msgid "PVR Filtering Gauss RadiusAO"
msgstr "PVR 过滤高斯 RadiusAO"

#: /Runtime/Serialize/TransferUtilityPerformanceTests.cpp:53
msgid "Float Array"
msgstr "浮点数组"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:143 Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Lights"
msgstr "光线"

#: /Runtime/Graphics/Mesh/MeshFilter.cpp:100 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1
msgid "Mesh"
msgstr "网格"

#: /Runtime/Graphics/Mesh/VertexData.cpp:230
msgid "Current Channels"
msgstr "当前通道"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:146
msgid "Sprite Border"
msgstr "Sprite 边框"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:176
msgid "Compute Shader Compilation Context"
msgstr "计算着色器编译上下文"

#: /Runtime/Shaders/ShaderLivelinkCommon.h:96
msgid "Is Valid Subprogram"
msgstr "是有效子程序"

#: /Runtime/Graphics/RenderTexture.h:326 Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Enable Compatible Format"
msgstr "启用兼容格式"

#: /Editor/Src/AssetPipeline/ShaderImporting/ShaderCompileRequirements.h:55
msgid "Keyword Name"
msgstr "关键字名称"

#: /Runtime/Misc/BuildSettings.cpp:184
msgid "Has Soft Shadows"
msgstr "有软阴影"

#: /Runtime/Graphics/LightingSettings.cpp:108 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Force White Albedo"
msgstr "强制白色反照率"

#: /Runtime/Misc/PlayerSettings.cpp:623
msgid "Allowed Autorotate To Landscape Left"
msgstr "允许自动旋转切换至左横屏"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3252
msgid "Xbox One App Manifest Override Path"
msgstr "Xbox One 应用程序清单覆盖路径"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3054
msgid "Ps4App Version"
msgstr "Ps4App 版本"

#: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:89
msgid "Compiler Platform"
msgstr "编译平台"

#: /Runtime/Input/InputAxis.h:153
msgid "Invert"
msgstr "反转"

#: /Editor/Src/EditorSettings.cpp:267
msgid "Cache Server Enable Auth"
msgstr "缓存服务器启用身份验证"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2821
msgid "IOS Launch Screeni Pad Image"
msgstr "IOS 启动屏幕 iPad 图像"

#: /Editor/Src/EditorUserBuildSettings.cpp:183
msgid "Need Submission Materials"
msgstr "需要提交材质"

#: /Editor/Src/AssetPipeline/AssetImporterLog.cpp:23 Editor/Mono/Inspector/WindInspector.cs:1
msgid "Mode"
msgstr "模式"

#: /Editor/Src/Animation/StateMachine.cpp:851
msgid "Entry Transitions"
msgstr "起始过渡"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3237
msgid "Metro Target Device Families"
msgstr "Metro 目标设备系列"

#: /Runtime/Shaders/SerializedShaderData.h:876
msgid "Z Test"
msgstr "Z 测试"

#: /Runtime/Misc/PlayerSettings.cpp:848
msgid "Cloud Enabled"
msgstr "启用云"

#: /Runtime/Camera/Projector.cpp:377
msgid "Field Of View"
msgstr "视野"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2481 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Receive Shadows"
msgstr "接受阴影"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3282
msgid "Lumin Is Channel App"
msgstr "Lumin 是通道应用程序"

#: /Runtime/BaseClasses/TagManager.cpp:249 Editor/Mono/Inspector/TagManagerInspector.cs:1
msgid "Sorting Layers"
msgstr "排序图层"

#: /Editor/Src/Prefabs/PropertyModification.h:97
msgid "Object Reference"
msgstr "对象引用"

#: /Runtime/Misc/PlayerSettings.cpp:646 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Mute Other Audio Sources"
msgstr "静音其他音频源"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:139
msgid "Lightmapped Renderer DataI Ds"
msgstr "光照贴图渲染器数据 Ds"

#: /Runtime/Camera/LightProbes.cpp:37
msgid "Non Tetrahedralized Probe Set Index Map"
msgstr "非四面体化探测器集索引贴图"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:106 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Alpha Test Reference Value"
msgstr "Alpha 测试参考值"

#: /Editor/Src/Animation/StateMachine.cpp:346
msgid "Cycle Offset Parameter"
msgstr "周期偏移参数"

#: /Runtime/Misc/PlayerSettings.cpp:89 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Duration"
msgstr "持续时间"

#: /Runtime/Mono/MonoScript.cpp:355
msgid "Namespace"
msgstr "命名空间"

#: /Runtime/Input/TimeManager.cpp:655
msgid "Zero Time"
msgstr "零时间"

#: /Runtime/Graphics/LightingSettings.cpp:144
msgid "PVR Denoiser TypeAO"
msgstr "PVR AO 型降噪器"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:47
msgid "Default Weight"
msgstr "默认权重"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3113
msgid "Ps4attrib Move Support"
msgstr "Ps4attrib 移动支持"

#: /Runtime/Graphics/Renderer.cpp:797
msgid "Minimum Chart Size"
msgstr "最小图表大小"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2796 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "UI Requires Full Screen"
msgstr "UI 要求全屏"

#: /Runtime/Misc/PlayerSettings.cpp:668
msgid "Xbox Enable Fitness"
msgstr "Xbox 启用 Fitness"

#: /Runtime/Misc/PlayerSettings.cpp:774
msgid "UseHDR Display"
msgstr "UseHDR 显示"

#: /Editor/Src/EditorUserSettings.cpp:222
msgid "VC Debug Cmd"
msgstr "VC 调试命令"

#: /Runtime/Math/Color.h:418 Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "B"
msgstr "B"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:39
msgid "Generated Name"
msgstr "生成名称"

#: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:45
msgid "Shared Billboard Data"
msgstr "共享广告牌数据"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3260
msgid "Xbox One Is Content Package"
msgstr "Xbox One 是内容包"

#: /Runtime/Misc/BuildSettings.cpp:173
msgid "EnabledVR Devices"
msgstr "已启用 VR 设备"

#: /Runtime/Graphics/EnlightenSceneMapping.h:217
msgid "Renderer Size"
msgstr "渲染器大小"

#: /Runtime/Camera/LightProbeProxyVolume.cpp:160 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Resolution Probes Per Unit"
msgstr "每单位分辨率探测器数"

#: /Runtime/Transform/RectTransform.cpp:196
msgid "Anchor Min"
msgstr "锚点最小"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:101 Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1
msgid "SRGB Texture"
msgstr "SRGB 纹理"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2517
msgid "Devices"
msgstr "设备"

#: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:627
msgid "Shader Variant Collection"
msgstr "着色器变体集"

#: /Runtime/Shaders/SerializedShaderData.h:687
msgid "Pass"
msgstr "通路"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:152
msgid "Allow Alpha Splitting"
msgstr "允许 Alpha 分割"

#: /Runtime/Graphics/Mesh/SubMesh.h:60
msgid "First Byte"
msgstr "首字节"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3246
msgid "Xbox One Sandbox Id"
msgstr "Xbox One 沙箱 ID"

#: /Runtime/Graphics/RenderTexture.h:324 Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Use Dynamic Scale"
msgstr "使用动态缩放"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2834
msgid "IOS Launch Screen Custom Storyboard Path"
msgstr "IOS 启动屏幕自定义 Storyboard 路径"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3172
msgid "Il2cpp Compiler Configuration"
msgstr "Il2cpp 编译器配置"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:179
msgid "Compute ShaderCB"
msgstr "计算着色器 CB"

#: /Editor/Src/Animation/StateMachine.cpp:852
msgid "State Machine Transitions"
msgstr "状态机过渡"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:290
msgid "Code Hash"
msgstr "代码哈希"

#: /Runtime/Misc/BuildSettings.cpp:185
msgid "Has Local Light Shadows"
msgstr "有局部光照阴影"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3221
msgid "Metro Large Tile Show Name"
msgstr "Metro 大型磁贴显示名称"

#: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:615
msgid "Variants"
msgstr "变体"

#: /Runtime/Graphics/Mesh/MeshTypes.h:54
msgid "Bone Weights4"
msgstr "骨骼 Weights4"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2883
msgid "Use Custom Base Gradle Template"
msgstr "使用自定义基础 Gradle 模板"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:104
msgid "Border Mip Map"
msgstr "边框 Mip 贴图"

#: /Runtime/Shaders/ShaderLivelinkCommon.h:65
msgid "Sub Shader Index"
msgstr "子着色器索引"

#: /Editor/Src/Prefabs/PropertyModificationPerformanceTests.cpp:100
msgid "Array"
msgstr "数组"

#: /Runtime/Camera/GraphicsSettings.cpp:460 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Lightmap Keep Plain"
msgstr "光照贴图保持无格式"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:21
msgid "Payload Size In Bytes"
msgstr "有效负载大小（以字节为单位）"

#: /Runtime/Graphics/LOD/LODGroup.cpp:420
msgid "Renderers"
msgstr "渲染器"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2891
msgid "Android Splash Screen"
msgstr "Android 启动画面"

#: /Runtime/Shaders/SerializedShaderData.h:634
msgid "Constant Buffer Bindings"
msgstr "常量缓冲区绑定"

#: /Runtime/Transform/RectTransform.cpp:180
msgid "Local Rotation"
msgstr "局部旋转"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2552
msgid "Cert Path"
msgstr "证书路径"

#: /Runtime/Shaders/Material.cpp:210
msgid "Lightmap Flags"
msgstr "光照贴图标志"

#: /Runtime/Misc/PlayerSettings.cpp:579 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Active Color Space"
msgstr "活动色彩空间"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2884
msgid "Use Custom Gradle Properties Template"
msgstr "使用自定义 Gradle 属性模板"

#: /Editor/Src/Animation/StateMachine.cpp:318
msgid "Mirror Parameter Active"
msgstr "镜像参数可用"

#: /Runtime/Graphics/CustomRenderTexture.cpp:675
msgid "Cubemap Face Mask"
msgstr "立方体贴图面罩"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:603
msgid "After Unity Method Execution Orders"
msgstr "Unity 方法执行顺序之后"

#: /Runtime/Graphics/CustomRenderTexture.h:238
msgid "Pass Index"
msgstr "通路索引"

#: /Editor/Src/Animation/Transition.h:53
msgid "Event Treshold"
msgstr "事件阈值"

#: /Runtime/Camera/LightProbes.cpp:46
msgid "Baked Coefficients"
msgstr "烘焙系数"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2824
msgid "IOS Launch Screeni Pad Size"
msgstr "IOS 启动屏幕 iPad 尺寸"

#: /Runtime/Transform/Transform.cpp:1230
msgid "Children"
msgstr "子对象"

#: /Editor/Src/Collab/Requests/RevisionRequests.h:67
msgid "Starting Head RevisionID"
msgstr "起始头 RevisionID"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:669
msgid "Import Inspector Warnings"
msgstr "导入检查器警告"

#: /Editor/Src/HierarchyState.cpp:22 Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Selection"
msgstr "选择"

#: /Runtime/Misc/PlayerSettings.cpp:651
msgid "Defer System Gestures Mode"
msgstr "延迟系统手势模式"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:129 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Generate Cubemap"
msgstr "生成立方体贴图"

#: /Runtime/Camera/OcclusionCullingData.cpp:72
msgid "Index Renderers"
msgstr "索引渲染器"

#: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:38
msgid "Controlled By Builtin Package"
msgstr "由内置包控制"

#: /Runtime/Input/InputManager.cpp:304
msgid "Axes"
msgstr "轴线"

#: /Runtime/Math/AnimationCurve.h:310
msgid "Out Weight"
msgstr "权重外"

#: /Runtime/Camera/RenderSettings.cpp:511
msgid "Ambient Probe"
msgstr "环境探测器"

#: /Runtime/Misc/PlayerSettings.cpp:817
msgid "Ios App In Background Behavior"
msgstr "Ios 应用后台行为"

#: /Runtime/Misc/PlayerSettings.cpp:697
msgid "Xbox Enable Head Orientation"
msgstr "Xbox 启用头部方向"

#: /Runtime/Camera/RenderSettings.cpp:503 Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Default Reflection Mode"
msgstr "默认反射模式"

#: /Runtime/Graphics/Billboard/BillboardAsset.cpp:57 Editor/Mono/Inspector/SphereColliderEditor.cs:1
msgid "Material"
msgstr "材质"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2825
msgid "IOS Launch Screeni Pad Custom Xib Path"
msgstr "IOS 启动屏幕 iPad 自定义 Xib 路径"

#: /Runtime/Graphics/CustomRenderTexture.cpp:668 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Initialization Mode"
msgstr "初始化模式"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:606
msgid "After Assemblies Loaded Unity Method Execution Orders"
msgstr "程序集加载 Unity 方法执行顺序之后"

#: /Runtime/BaseClasses/BaseObject.cpp:870
msgid "Local Identfier In File"
msgstr "文件中的本地标识符"

#: /Runtime/Camera/GraphicsSettings.cpp:481 Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Deferred"
msgstr "延迟"

#: /Runtime/Graphics/QualitySettings.cpp:550
msgid "Default Standalone Quality"
msgstr "默认独立程序质量"

#: /Editor/Src/EditorUserBuildSettings.cpp:224
msgid "SelectedWSA Build And Run Deploy Target"
msgstr "SelectedWSA 生成并运行部署目标"

#: /Runtime/Shaders/SerializedShaderData.h:690
msgid "Comp"
msgstr "压缩"

#: /Runtime/Graphics/LightingSettings.cpp:114 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Final Gather Filtering"
msgstr "最终聚集过滤"

#: /Editor/Src/EditorUserBuildSettings.cpp:188 Editor/Mono/BuildPlayerWindow.cs:1
msgid "Explicit Null Checks"
msgstr "显式空检查"

#: /Runtime/Shaders/SerializedShaderData.h:630
msgid "Matrix Params"
msgstr "矩阵参数"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2890 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Splash Screen Scale"
msgstr "Android 启动画面比例"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:99 Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Channels"
msgstr "通道"

#: /Editor/Src/Animation/StateMachine.cpp:779
msgid "States"
msgstr "状态"

#: /Editor/Src/AssetPipeline/AssetImporter.cpp:722
msgid "External Objects"
msgstr "外部对象"

#: /Editor/Src/UnityConnect/UnityConnectInfo.h:30
msgid "Online"
msgstr "在线"

#: /Editor/Src/Animation/BlendTree.h:43 Editor/Mono/Inspector/TextureInspector.cs:1
msgid "Mirror"
msgstr "镜像"

#: /Runtime/Misc/BuildSettings.cpp:180
msgid "Is Embedded"
msgstr "是嵌入的"

#: /Runtime/Mono/MonoScript.cpp:354
msgid "Class Name"
msgstr "类名称"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3050
msgid "Ps4Parental Level"
msgstr "Ps4Parental 等级"

#: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:11 [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "Sprite Atlas"
msgstr "Sprite 图集"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2818
msgid "IOS Launch Screen Size"
msgstr "IOS 启动屏幕尺寸"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:111
msgid "Target Level"
msgstr "目标级别"

#: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:985 Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Skinned Motion Vectors"
msgstr "蒙皮运动矢量"

#: /Editor/Src/EditorUserBuildSettings.cpp:227
msgid "Windows Device Portal Address"
msgstr "Windows 设备门户地址"

#: /Runtime/Camera/RenderSettings.cpp:490
msgid "Ambient Intensity"
msgstr "环境光强度"

#: /Runtime/Misc/PlayerSettings.cpp:723
msgid "SwitchNVN Default Pools Granularity"
msgstr "SwitchNVN 默认池粒度"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:96 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Generate Mip Maps"
msgstr "生成 Mip 贴图"

#: /Runtime/Graphics/QualitySettings.cpp:480
msgid "V Sync Count"
msgstr "垂直同步数"

#: /Runtime/Graphics/LightmapSettings.cpp:64
msgid "Enlighten Scene Mapping"
msgstr "Enlighten 场景贴图"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:191
msgid "Variant Multiplier"
msgstr "变体乘数"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2872
msgid "Apple Enable Pro Motion"
msgstr "Apple 启用 Pro Motion"

#: /Editor/Src/EditorExtensionImpl.cpp:61
msgid "Override Variable"
msgstr "覆盖变量"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3076
msgid "Ps4Remote Play Key Mapping Dir"
msgstr "Ps4Remote 播放按键映射目录"

#: /Runtime/Misc/BuildSettings.cpp:183
msgid "Has Shadows"
msgstr "有阴影"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:117
msgid "Frame Index"
msgstr "帧索引"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:126
msgid "Organization Names"
msgstr "组织名称"

#: /Runtime/Graphics/Texture2D.cpp:1324
msgid "Texture Format"
msgstr "纹理格式"

#: /Runtime/Camera/GraphicsSettings.cpp:462 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Lightmap Keep Dynamic Plain"
msgstr "光照贴图保持动态无格式"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:147
msgid "Baked Reflection Probe Cubemaps"
msgstr "烘焙反射探测器立方体贴图"

#: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:47
msgid "Settings Raw"
msgstr "设置原始"

#: /Runtime/Misc/ResourceManager.cpp:1831
msgid "Dependent Assets"
msgstr "依赖资源"

#: /Runtime/Misc/PlayerSettings.cpp:652 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Hide Home Button"
msgstr "隐藏 Home 按钮"

#: /Runtime/Graphics/LOD/LODGroup.cpp:391 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Animate Cross Fading"
msgstr "动画交叉淡化"

#: /Runtime/Camera/GraphicsSettings.cpp:575 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Log When Shader Is Compiled"
msgstr "编译着色器时记录"

#: /Runtime/Serialize/SerializationTests.cpp:93
msgid "Nested3"
msgstr "Nested3"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:201
msgid "Cached Data"
msgstr "缓存的数据"

#: /Runtime/Misc/PlayerSettings.cpp:560 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Accelerometer Frequency"
msgstr "加速计频率"

#: /Runtime/Shaders/SerializedShaderData.h:571
msgid "Original Index"
msgstr "原始索引"

#: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:42 Editor/Mono/Inspector/SpriteFrameInspector.cs:1
msgid "Border"
msgstr "边框"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3158
msgid "WebGL Use Embedded Resources"
msgstr "WebGL 使用嵌入的资源"

#: /Editor/Src/Animation/Transition.cpp:239 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Transition Offset"
msgstr "过渡偏移"

#: /Runtime/Serialize/SerializationTests.cpp:72
msgid "Nested1"
msgstr "Nested1"

#: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:28
msgid "Rotated"
msgstr "已旋转"

#: /Editor/Src/EditorUserBuildSettings.cpp:191
msgid "Enable Headless Mode"
msgstr "启用无头模式"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3262
msgid "Xbox One EnableGPU Variability"
msgstr "Xbox One启用 GPU 变化性"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:78
msgid "Is Compiled"
msgstr "已编译"

#: /Runtime/Graphics/LightingSettings.cpp:77
msgid "Using Shadowmask"
msgstr "使用 Shadowmask"

#: /Runtime/Graphics/Renderer.cpp:798
msgid "AutoUV Max Distance"
msgstr "AutoUV 最大距离"

#: /Runtime/Shaders/SerializedShaderData.h:880
msgid "Offset Factor"
msgstr "偏移系数"

#: /Runtime/Input/InputManager.cpp:305
msgid "Joystick Pos"
msgstr "操作杆位置"

#: /Runtime/Misc/PlayerSettings.cpp:625
msgid "Use32Bit Display Buffer"
msgstr "Use32Bit 显示缓冲"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2545
msgid "Portal Folder Path"
msgstr "门户文件夹路径"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:144 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Sprite Pivot"
msgstr "Sprite 轴心"

#: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:9
msgid "Hierarchical Scene Data"
msgstr "分层的场景数据"

#: /Runtime/Misc/PlayerSettings.cpp:801
msgid "Unity Rebuild Library Version"
msgstr "Unity 重建库版本"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:139
msgid "Bit Size"
msgstr "位大小"

#: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:44
msgid "Old Size"
msgstr "旧尺寸"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:355
msgid "Has Fixed Function Shaders"
msgstr "有固定函数着色器"

#: /Runtime/Serialize/BuildUsageTags.h:86
msgid "Force Texture Readable"
msgstr "强制纹理可读"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3055
msgid "Ps4App Type"
msgstr "Ps4App 类型"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:163
msgid "Triangles"
msgstr "三角形"

#: /Runtime/Interfaces/IVirtualTexturingManager.cpp:113
msgid "Group Name"
msgstr "组名称"

#: /Runtime/Serialize/TransferUtilityPerformanceTests.cpp:54
msgid "String"
msgstr "字符串"

#: /Runtime/Shaders/Material.cpp:216
msgid "Custom Render Queue"
msgstr "自定义渲染队列"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3448
msgid "I Phone Build Number"
msgstr "I Phone 版本号"

#: /Runtime/Shaders/SerializedShaderData.h:737
msgid "Col Mask"
msgstr "颜色遮罩"

#: /Editor/Src/Animation/StateMachine.cpp:317
msgid "Speed Parameter Active"
msgstr "速度参数活动"

#: /Editor/Src/UnityConnect/UnityConnectInfo.h:28
msgid "Initialized"
msgstr "已初始化"

#: /Runtime/Graphics/QualitySettings.cpp:552
msgid "Editor Quality"
msgstr "编辑器质量"

#: /Runtime/Camera/Flare.h:77 Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Rotate"
msgstr "旋转"

#: /Editor/Src/LightmapEditorSettings.cpp:122
msgid "CompAO Exponent"
msgstr "CompAO 指数"

#: /Runtime/Graphics/Mesh/MeshBlendShape.h:118 Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1
msgid "Frame Count"
msgstr "帧数"

#: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:602
msgid "Before Unity Method Execution Orders"
msgstr "Unity 方法执行顺序之前"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3125
msgid "Ps4Included Modules"
msgstr "Ps4Included 模块"

#: /Editor/Src/EditorUserBuildSettings.cpp:169
msgid "Android Device Socket Address"
msgstr "Android 设备套接字地址"

#: /Runtime/Scripting/TextAsset.cpp:53
msgid "Text Asset"
msgstr "文本资源"

#: /Runtime/Shaders/ShaderLivelinkCommon.h:95
msgid "Snippet Hash"
msgstr "片段哈希"

#: /Runtime/BaseClasses/GameObject.cpp:1412
msgid "Game Object"
msgstr "游戏对象"

#: /Runtime/Shaders/SerializedShaderData.h:632
msgid "Buffer Params"
msgstr "缓冲区参数"

#: /Runtime/Graphics/TrailRenderer.cpp:501 Editor/Mono/Inspector/TrailRendererEditor.cs:1
msgid "Autodestruct"
msgstr "自动销毁"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:162
msgid "Bone Indices"
msgstr "骨骼索引"

#: /Runtime/Shaders/SerializedShaderData.h:560
msgid "Sampler Index"
msgstr "采样器索引"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3108
msgid "Ps4Patch Latest Pkg Path"
msgstr "Ps4Patch 最新包路径"

#: /Runtime/Misc/PlayerSettings.cpp:612
msgid "Number Of Mips Stripped"
msgstr "已剥离的 Mip 数量"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:163
msgid "Platform Settings"
msgstr "平台设置"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2815
msgid "IOS Launch Screen Landscape"
msgstr "IOS 启动屏幕横向"

#: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:20 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Bottom"
msgstr "底部"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:91
msgid "Aniso Level"
msgstr "各向异性级别"

#: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:997 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1
msgid "AABB"
msgstr "AABB"

#: /Runtime/Graphics/EnlightenSceneMapping.h:246
msgid "Probesets"
msgstr "Probesets"

#: /Runtime/Graphics/CustomRenderTexture.cpp:672 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Update Period"
msgstr "更新周期"

#: /Runtime/PreloadManager/PreloadData.cpp:14 Editor/Mono/ObjectSelector.cs:1
msgid "Assets"
msgstr "资源"

#: /Runtime/Utilities/DateTime.h:92
msgid "Ticks"
msgstr "时钟周期"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:146
msgid "Num Items"
msgstr "数量项目"

#: /Editor/Src/SceneManager/SceneManagerSetup.h:55
msgid "Scene Setups"
msgstr "场景设置"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:85
msgid "Cube Mode"
msgstr "立方体模式"

#: /Runtime/Graphics/CustomRenderTexture.h:239
msgid "Need Swap"
msgstr "需要交换"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:76
msgid "Organization Foreign Key"
msgstr "组织外键"

#: /Editor/Src/EditorUserBuildSettings.cpp:228
msgid "Windows Device Portal Username"
msgstr "Windows 设备门户用户名"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:167
msgid "RendererI Ds"
msgstr "RendererI Ds"

#: /Runtime/Misc/BuildSettings.cpp:189
msgid "Uses On Mouse Events"
msgstr "鼠标使用事件"

#: /Runtime/Misc/PlayerSettings.cpp:550
msgid "Android Enable Sustained Performance Mode"
msgstr "Android 启用持续性能模式"

#: /Runtime/Misc/PlayerSettings.cpp:712 PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Disable Esram"
msgstr "Xbox One 禁用 Esram"

#: /Editor/Src/WebSocketClient/Response.h:15
msgid "Response"
msgstr "响应"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:364
msgid "Ray Tracing Shader Variant"
msgstr "射线追踪着色器变体"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2482 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Use Light Probes"
msgstr "使用光照探测器"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3150
msgid "WebGL Name Files As Hashes"
msgstr "WebGL 将文件命名为哈希"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2902 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Is Game"
msgstr "Android 是游戏"

#: /Editor/Src/BuildPipeline/BuildSerialization.h:101
msgid "Player Path"
msgstr "播放器路径"

#: /Runtime/Misc/PlayerSettings.cpp:727
msgid "Stadia Present Mode"
msgstr "Stadia 当前模式"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3226
msgid "Metro Default Tile Size"
msgstr "Metro 默认磁贴大小"

#: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:608
msgid "Keywords"
msgstr "关键字"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3258
msgid "Xbox One Capability"
msgstr "Xbox One 功能"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:131
msgid "Seamless Cubemap"
msgstr "无缝立方体贴图"

#: /Runtime/Transform/Transform.cpp:1202
msgid "Local Position"
msgstr "局部位置"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:97
msgid "Readable"
msgstr "可读"

#: /Runtime/Misc/PlayerSettings.cpp:627 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Disable Depth And Stencil Buffers"
msgstr "禁用深度与模板缓冲"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:158
msgid "Weights"
msgstr "权重"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2917 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Minify Debug"
msgstr "Android 缩小调试"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3097
msgid "Ps4Reprojection Support"
msgstr "Ps4Reprojection 支持"

#: /Runtime/Misc/PlayerSettings.cpp:628 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Start In Fullscreen"
msgstr "Android 全屏启动"

#: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:159
msgid "InternalID"
msgstr "InternalID"

#: /Runtime/Graphics/EnlightenSceneMapping.h:220
msgid "Atlas OffsetY"
msgstr "图集偏移 Y"

#: /Editor/Src/LightmapEditorSettings.cpp:124
msgid "Extract Ambient Occlusion"
msgstr "提取环境光遮挡"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3210
msgid "Metro Certificate Subject"
msgstr "Metro 证书主题"

#: /Runtime/Serialize/Blobification/BlobTests.cpp:134
msgid "Float4Value"
msgstr "Float4Value"

#: /Runtime/Camera/Flare.cpp:947
msgid "Fade Speed"
msgstr "淡化速度"

#: /Runtime/Camera/OcclusionArea.cpp:58
msgid "Backface Culling"
msgstr "背面剔除"

#: /Runtime/Camera/OcclusionCullingSettings.cpp:117
msgid "Portals"
msgstr "门户"

#: /Runtime/Graphics/EnlightenSceneMapping.h:216
msgid "Renderer Index"
msgstr "渲染器索引"

#: /Runtime/Graphics/LOD/LODGroup.cpp:388
msgid "Local Reference Point"
msgstr "局部参考点"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2819
msgid "IOS Launch Screen Custom Xib Path"
msgstr "IOS 启动屏幕自定义 Xib 路径"

#: /Runtime/Utilities/DateTimeTests.cpp:275
msgid "Fraction"
msgstr "片段"

#: /Editor/Src/Animation/BlendTree.h:37 Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Cycle Offset"
msgstr "周期偏移 X"

#: /Runtime/Camera/RenderSettings.cpp:491
msgid "Ambient Mode"
msgstr "环境模式"

#: /Runtime/Shaders/RayTracingShaderStructs.cpp:324
msgid "Input Buffers"
msgstr "输入缓冲区"

#: /Runtime/File/StreamedResource.cpp:85
msgid "Streamed Resource"
msgstr "流资源"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:173
msgid "Splash Screen Overlay Opacity"
msgstr "启动画面叠加不透明度"

#: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:43
msgid "Render Data Map"
msgstr "渲染数据映射"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2814
msgid "IOS Launch Screen Portrait"
msgstr "IOS 启动屏幕纵向"

#: /Runtime/Graphics/Mesh/Mesh.cpp:586
msgid "Root Bone Name Hash"
msgstr "根骨骼名称哈希"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3400
msgid "Metro Capabilities"
msgstr "Metro 功能"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:47
msgid "Current Packing Hash"
msgstr "当前打包哈希"

#: /Runtime/Graphics/CustomRenderTexture.cpp:667 Editor/Mono/Inspector/AnimatorInspector.cs:1
msgid "Update Mode"
msgstr "更新模式"

#: /Runtime/Misc/PlayerSettings.cpp:788
msgid "Android Supported Aspect Ratio"
msgstr "Android 支持的纵横比"

#: /Runtime/Shaders/SerializedShaderData.h:669
msgid "Sub Programs"
msgstr "子程序"

#: /Runtime/Graphics/RenderTexture.h:312 Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Depth Format"
msgstr "深度格式"

#: /Editor/Src/InspectorExpandedState.cpp:196
msgid "Expanded Data"
msgstr "已展开数据"

#: /Runtime/Shaders/SerializedShaderData.h:731
msgid "Src Blend"
msgstr "源混合"

#: /Editor/Src/Animation/StateMachine.cpp:866
msgid "Parent State Machine Position"
msgstr "父状态机位置"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:155
msgid "Enlighten Data Version"
msgstr "Enlighten 数据版本"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:143
msgid "Padding Power"
msgstr "填充功率"

#: /Editor/Src/Animation/StateMachine.cpp:319
msgid "Cycle Offset Parameter Active"
msgstr "周期偏移参数活动"

#: /Runtime/Serialize/TransferUtilityPerformanceTests.cpp:101
msgid "Inner"
msgstr "内部"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:176
msgid "Packing Settings"
msgstr "打包设置"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2506
msgid "APIs"
msgstr "API"

#: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:47
msgid "Is Variant"
msgstr "是变体"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3084
msgid "Ps4Garlic Heap Size"
msgstr "Ps4Garlic 堆大小"

#: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:41
msgid "Isolation Mode"
msgstr "隔离模式"

#: /Runtime/2D/Common/SpriteRenderData.cpp:379
msgid "Pos"
msgstr "位置"

#: /Editor/Src/Prefabs/PrefabMerging.h:59
msgid "Removed Components"
msgstr "移除组件"

#: /Runtime/Shaders/RayTracingShader.cpp:67 Editor/Mono/Inspector/RayTracingShaderInspector.cs:1
msgid "Max Recursion Depth"
msgstr "最大递归深度"

#: /Runtime/Graphics/Renderer.cpp:789 Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Scale In Lightmap"
msgstr "光照贴图缩放"

#: /Runtime/Shaders/SerializedShaderData.h:734
msgid "Dest Blend Alpha"
msgstr "目标混合 Alpha"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:352
msgid "Snippets"
msgstr "片段"

#: /Editor/Src/EditorUserBuildSettings.cpp:179
msgid "Wait For Player Connection"
msgstr "等待播放器连接"

#: /Runtime/Graphics/CustomRenderTexture.cpp:664 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Init Material"
msgstr "初始材质"

#: /Runtime/Misc/PlayerSettings.cpp:785
msgid "Target Pixel Density"
msgstr "目标像素密度"

#: /Runtime/Graphics/RenderTexture.h:322
msgid "Generate Mips"
msgstr "生成 Mips"

#: /Editor/Src/EditorUserSettings.cpp:223
msgid "VC Debug Out"
msgstr "VC 调试输出"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3250
msgid "Xbox One Game Os Override Path"
msgstr "Xbox One Game Os 覆盖路径"

#: /Runtime/Graphics/LightingSettings.cpp:69 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Realtime Environment Lighting"
msgstr "实时环境照明"

#: /Runtime/Graphics/LightingSettings.cpp:111 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Final Gather"
msgstr "最终聚集"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3068
msgid "Ps4Sdk Override"
msgstr "Ps4Sdk 覆盖"

#: /Runtime/Camera/LightProbeProxyVolume.cpp:161 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Bounding Box Size"
msgstr "包围盒大小"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2882
msgid "Use Custom Launcher Gradle Manifest"
msgstr "使用自定义启动器 Gradle 清单"

#: /Runtime/Graphics/EnlightenSceneMapping.h:229
msgid "Num Chunks InX"
msgstr "InX 上的块数量"

#: /Runtime/Shaders/Shader.cpp:1989 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Platforms"
msgstr "平台"

#: /Runtime/Input/TimeManager.cpp:648
msgid "First Fixed Frame After Reset"
msgstr "复位后首个固定帧"

#: /Runtime/Input/InputAxis.h:133
msgid "Descriptive Name"
msgstr "描述名称"

#: /Editor/Src/LightmappingAnalyticsData.h:73 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Auto Generate"
msgstr "自动生成"

#: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:48
msgid "Adaptive Tiling"
msgstr "自适应平铺"

#: /Runtime/Camera/Flare.h:78
msgid "Zoom"
msgstr "缩放"

#: /Editor/Src/EditorUserSettings.cpp:244
msgid "VC Show Failed Checkout"
msgstr "VC 显示失败的签出"

#: /Runtime/Transform/RectTransform.cpp:197
msgid "Anchor Max"
msgstr "锚点最大"

#: /Runtime/Shaders/Shader.cpp:2056
msgid "Non Modifiable Textures"
msgstr "不可修改的纹理"

#: /Editor/Src/SceneVisibility/SceneIdentifier.h:24 Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1
msgid "Handle"
msgstr "手柄"

#: /Editor/Src/Animation/BlendTree.cpp:67
msgid "Childs"
msgstr "子对象"

#: /Editor/Src/Animation/StateMachine.cpp:301 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Speed"
msgstr "速度"

#: /Editor/Src/Collab/CollabSettingsManager.h:16
msgid "In Progress Enabled"
msgstr "已启用“正在进行”"

#: /Runtime/Input/InputManager.cpp:309
msgid "This Frame Key Up"
msgstr "此帧按键抬起"

#: /Runtime/Scripting/ManagedReference/ManagedObjectHostTransferRedirect.h:336
msgid "CLASS_"
msgstr "CLASS_"

#: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:158
msgid "SpriteID"
msgstr "SpriteID"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3152
msgid "WebGL Debug Symbols"
msgstr "WebGL 调试符号"

#: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2510 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Fade Out Width"
msgstr "淡出宽度"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2913 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Gamepad Support Level"
msgstr "Android 游戏手柄支持级别"

#: /Editor/Src/EditorUserSettings.cpp:247
msgid "VC Hierarchy Overlay Icons"
msgstr "VC 层级视图覆盖图标"

#: /Runtime/Misc/PlayerSettingsSplashScreen.h:164 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Show Unity Splash Screen"
msgstr "显示 Unity 启动画面"

#: /Runtime/Camera/OcclusionCullingSettings.cpp:141 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "Smallest Occluder"
msgstr "最小遮挡物"

#: /Editor/Src/EditorUserSettings.cpp:246
msgid "VC Project Overlay Icons"
msgstr "VC 项目覆盖图标"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2903
msgid "Android Enable Tango"
msgstr "Android 启用 Tango"

#: /Runtime/Camera/RenderSettings.cpp:499 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1
msgid "Flare Fade Speed"
msgstr "眩光交叉淡化速度"

#: /Editor/Src/UnityConnect/UnityConnectCommon.h:124
msgid "Primary Org"
msgstr "主要组织"

#: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:193 Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Color"
msgstr "颜色"

#: /Editor/Src/EditorUserBuildSettings.cpp:203
msgid "Enable Heap Inspector For Switch"
msgstr "为 Switch 启用堆检查器"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3098
msgid "Ps4Use Audio3d Backend"
msgstr "Ps4Use Audio3d 后端"

#: /Runtime/Misc/PlayerSettings.cpp:853 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Legacy Clamp Blend Shape Weights"
msgstr "旧版钳制混合形状权重"

#: /Runtime/Graphics/LOD/LODGroup.cpp:357 Editor/Mono/Inspector/LODGroupEditor.cs:1
msgid "Fade Mode"
msgstr "淡化模式"

#: /Runtime/Misc/PlayerSettings.cpp:641 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Default Is Native Resolution"
msgstr "默认为原生分辨率"

#: /Editor/Src/EditorUserSettings.cpp:238
msgid "Semantic Merge Mode"
msgstr "语义合并模式"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:180
msgid "Compute Shader Platform Variant"
msgstr "计算着色器平台变体"

#: /Editor/Src/EditorUserBuildSettings.cpp:204
msgid "Enable Debug Pad For Switch"
msgstr "为 Switch 启用调试板"

#: /Editor/Src/Animation/AnimatorControllerLayer.h:43 Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Motion"
msgstr "运动"

#: /Runtime/Geometry/AABB.h:255 Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "Max"
msgstr "最大"

#: /Runtime/BaseClasses/EditorExtension.cpp:61
msgid "Corresponding Object From Source"
msgstr "源中的相应对象"

#: /Runtime/Graphics/LineBuilder.h:157 Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Shadow Bias"
msgstr "阴影偏离"

#: /Runtime/Shaders/NameToObjectMap.h:140
msgid "Object To Name"
msgstr "对象到名称"

#: /Runtime/Shaders/SerializedShaderData.h:1081
msgid "Local Keyword Mask"
msgstr "局部关键字遮罩"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3104
msgid "Ps4attrib Cpu Usage"
msgstr "Ps4attrib Cpu 使用情况"

#: /Editor/Src/Collab/REST/CollabHandler.h:44
msgid "Discard Local Changes"
msgstr "放弃本地更改"

#: /Runtime/Shaders/ComputeShaderStructs.cpp:150
msgid "Needs Reflection Data"
msgstr "需要反射数据"

#: /Editor/Src/ProjectVersion.cpp:139
msgid "Editor Version"
msgstr "编辑器版本"

#: /Runtime/Graphics/QualitySettings.cpp:478 Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Billboards Face Camera Position"
msgstr "Billboards 正面相机位置"

#: /Runtime/Camera/Flare.cpp:949 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Directional"
msgstr "定向"

#: /Runtime/Shaders/SerializedShaderData.h:598
msgid "Struct Params"
msgstr "结构参数"

#: /Runtime/Graphics/Mesh/Mesh.cpp:701
msgid "Vertex Data"
msgstr "顶点数据"

#: /Runtime/Graphics/LineRenderer.cpp:361 Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Loop"
msgstr "循环"

#: /Runtime/Graphics/EnlightenSceneMapping.h:218
msgid "Atlas Index"
msgstr "图集索引"

#: /Runtime/Camera/Flare.cpp:73
msgid "Texture Layout"
msgstr "纹理布局"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:102
msgid "Linear Texture"
msgstr "线性纹理"

#: /Runtime/Shaders/SerializedShaderData.h:1177
msgid "LOD"
msgstr "LOD"

#: /Runtime/BaseClasses/GameObject.cpp:1026 [MenuItem]Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:1
msgid "Component"
msgstr "组件"

#: /Runtime/Graphics/Mesh/CompressedMesh.h:159
msgid "Normal Signs"
msgstr "法线符号"

#: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:88 [MenuItem]Editor/Mono/EditorApplication.cs:1
msgid "File"
msgstr "文件"

#: /Editor/Src/LightmappingAnalyticsData.h:89
msgid "Lightmap Size"
msgstr "光照贴图大小"

#: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:45
msgid "Alpha Textures"
msgstr "Alpha 版纹理"

#: /Runtime/Graphics/LightingSettings.cpp:102 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Export Training Data"
msgstr "导出训练数据"

#: /Runtime/Graphics/LineBuilder.h:151
msgid "Width Curve"
msgstr "宽度曲线"

#: /Runtime/Utilities/DateTimeTests.cpp:274
msgid "High Seconds"
msgstr "高秒"

#: /Editor/Src/Prefabs/PropertyModification.h:95
msgid "Property Path"
msgstr "属性路径"

#: /Runtime/Input/TimeManager.cpp:662
msgid "Maximum Timestep"
msgstr "最大时间步进"

#: /Runtime/Math/Color.h:294
msgid "Rgba"
msgstr "Rgba"

#: /Runtime/Camera/RenderSettings.cpp:505
msgid "Reflection Bounces"
msgstr "反射反弹"

#: /Runtime/Graphics/QualitySettings.cpp:504
msgid "Sync ToVBL"
msgstr "同步 ToVBL"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3075
msgid "Ps4Remote Play Key Assignment"
msgstr "Ps4Remote 播放按键分配"

#: /Runtime/Graphics/Renderer.cpp:794 Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Stitch Lightmap Seams"
msgstr "拼合光照贴图缝隙"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3099
msgid "Ps4Use Low Garlic Fragmentation Mode"
msgstr "Ps4 使用低 Garlic 碎片模式"

#: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:17
msgid "Game Objects Persistent"
msgstr "游戏对象持久"

#: /Runtime/Misc/PlayerSettings.cpp:638 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Blit Type"
msgstr "Android Blit 类型"

#: /Runtime/Shaders/SerializedShaderData.h:735
msgid "Blend Op"
msgstr "混合操作"

#: /Runtime/Graphics/Texture2D.cpp:1361
msgid "Texture Dimension"
msgstr "纹理尺寸"

#: /Editor/Src/UnityConnect/UnityErrors.h:113
msgid "Short Msg"
msgstr "短消息"

#: /Runtime/Graphics/QualitySettings.cpp:494
msgid "Async Upload Buffer Size"
msgstr "异步上传缓冲大小"

#: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:23
msgid "Image Tex Coords"
msgstr "图像纹理坐标"

#: /Runtime/Serialize/SerializationTests.cpp:439
msgid "Bool"
msgstr "布尔"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:67
msgid "Does Texture Contain Alpha"
msgstr "纹理包含 Aplha 通道吗"

#: /Runtime/Graphics/SpriteFrame.cpp:164
msgid "Extrude"
msgstr "挤出"

#: /Editor/Src/UnityConnect/UnityConnectInfo.h:36
msgid "Maintenance"
msgstr "维护"

#: /Runtime/Misc/PlayerSettings.cpp:653
msgid "Submit Analytics"
msgstr "提交分析"

#: /Runtime/Graphics/SpriteFrame.cpp:242
msgid "RD"
msgstr "RD"

#: /Runtime/Camera/Flare.cpp:72
msgid "Flare Texture"
msgstr "眩光纹理"

#: /Editor/Src/EditorExtensionImpl.cpp:65
msgid "G Flattened Type Tree"
msgstr "G 扁平型树"

#: /Editor/Src/LightmapEditorSettings.cpp:149 Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "PVR Environment Sample Count"
msgstr "PVR 环境样本计数"

#: /Runtime/Serialize/SerializationTests.cpp:81
msgid "Nested2"
msgstr "Nested2"

#: /Editor/Src/EditorSettings.cpp:202 Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Project Generation Included Extensions"
msgstr "项目生成包括扩展"

#: /Editor/Src/LightmapEditorSettings.cpp:301
msgid "Lightmap Editor Settings"
msgstr "光照贴图编辑器设置"

#: /Editor/Src/Prefabs/PropertyModificationTests.cpp:255
msgid "Param1"
msgstr "Param1"

#: /Runtime/Camera/GraphicsSettings.cpp:502 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Always Included Shaders"
msgstr "始终包括着色器"

#: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:57
msgid "Mix Level"
msgstr "混合级别"

#: /Runtime/Graphics/Mesh/Mesh.cpp:585
msgid "Bone Name Hashes"
msgstr "骨骼名称哈希"

#: /Runtime/Shaders/SerializedShaderData.h:1444
msgid "Prop Info"
msgstr "属性信息"

#: /Editor/Src/Prefabs/PropertyModificationTests.cpp:346 Modules/ExampleEditor/ExampleComponentEditor.cs:1
msgid "Field"
msgstr "字段"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:28 Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Resize Algorithm"
msgstr "重设大小算法"

#: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:30
msgid "Packed Sprite Names To Index"
msgstr "已经打包的索引 Sprite 名称"

#: /Runtime/Camera/LightBakingOutput.h:44
msgid "Probe Occlusion Light Index"
msgstr "探测器遮挡光线指数"

#: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:830
msgid "Shader Compilation Info"
msgstr "着色器编译信息"

#: /Runtime/Camera/ReflectionProbes.cpp:70 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Box Projection"
msgstr "盒投影"

#: /Runtime/Camera/GraphicsSettings.cpp:483 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Screen Space Shadows"
msgstr "屏幕空间阴影"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3280
msgid "Lumin Icon"
msgstr "Lumin 图标"

#: /Runtime/Camera/GraphicsSettings.cpp:325
msgid "Use Reflection Probe Blending"
msgstr "使用反射探测器混合"

#: /Editor/Src/LightmapEditorSettings.cpp:117
msgid "Bake Resolution"
msgstr "烘焙分辨率"

#: /Runtime/Graphics/Mesh/Mesh.cpp:592
msgid "Keep Vertices"
msgstr "保留顶点"

#: /Editor/Src/EditorExtensionImpl.cpp:42
msgid "Last Template Father"
msgstr "最后模板父对象"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2935
msgid "Template Custom Tags"
msgstr "模板自定义标签"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3160
msgid "WebGL Compression Format"
msgstr "WebGL 压缩格式"

#: /Editor/Src/Animation/StateMachine.cpp:864
msgid "Entry Position"
msgstr "起始位置"

#: /Runtime/Math/AnimationCurve.h:296
msgid "Out Slope"
msgstr "斜率外"

#: /Runtime/Graphics/QualitySettings.cpp:529
msgid "Current Quality"
msgstr "当前质量"

#: /Runtime/Misc/BuildSettings.cpp:186
msgid "Has Advanced Version"
msgstr "有高级版本"

#: /Editor/Src/Animation/BlendTree.cpp:71
msgid "Max Threshold"
msgstr "最大阈值"

#: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:86
msgid "Message"
msgstr "消息"

#: /Runtime/Misc/PlayerSettings.cpp:564 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Company Name"
msgstr "公司名称"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:142
msgid "Sprite Mesh Type"
msgstr "Sprite 网格类型"

#: /Editor/Src/Animation/Transition.cpp:27
msgid "Dst State Machine"
msgstr "目标状态机"

#: /Editor/Src/UnityConnect/UnityConnectInfo.h:32
msgid "Work Offline"
msgstr "离线工作"

#: /Editor/Src/Animation/HumanTemplate.cpp:40
msgid "Bone Template"
msgstr "骨骼模板"

#: /Runtime/Geometry/Plane.h:70 Editor/Mono/Inspector/PhysicsManagerInspector.cs:1
msgid "Distance"
msgstr "距离"

#: /Editor/Src/EditorUserSettings.cpp:248
msgid "VC Other Overlay Icons"
msgstr "VC 其他覆盖图标"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2811
msgid "TvOS Top Shelf Image Wide Layers"
msgstr "TvOS 顶架图像宽度层"

#: /Runtime/Shaders/Material.cpp:233
msgid "Disabled Shader Passes"
msgstr "已禁用着色器通道"

#: /Runtime/Input/TimeManager.cpp:657
msgid "Scene Load Offset"
msgstr "场景加载偏移"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2912
msgid "Android Banners"
msgstr "Android 横幅"

#: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:35
msgid "Ismulti"
msgstr "Ismulti"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:2468
msgid "Banner"
msgstr "横幅"

#: /Runtime/Misc/PlayerSettings.cpp:577
msgid "Default Screen Height Web"
msgstr "默认屏幕高度（Web）"

#: /Runtime/Misc/PlayerSettings.cpp:679
msgid "D3d9Fullscreen Mode"
msgstr "D3d9Fullscreen 模式"

#: /Editor/Src/EditorUserBuildSettings.cpp:222
msgid "SelectedWSA Architecture"
msgstr "SelectedWSA 架构"

#: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:151
msgid "Sprite Tessellation Detail"
msgstr "Sprite 细分曲面细节"

#: /Editor/Src/EditorOnlyPlayerSettings.cpp:3072
msgid "Ps4Privacy Guard Image Path"
msgstr "Ps4Privacy 保护图像路径"

#: /Editor/Src/Collab/REST/CollabHandler.h:27
msgid "Comment"
msgstr "注释"

#: /Runtime/Camera/GraphicsSettings.cpp:487 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Light Halo"
msgstr "光晕"

#: /Editor/Src/Collab/Logging/CollabCurlRequestEventLogger.h:153
msgid "Uri"
msgstr "Uri"

#: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:46 Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Tag"
msgstr "标签"

#: /Runtime/Shaders/ShaderLivelinkCommon.h:63
msgid "SnippetID"
msgstr "SnippetID"

#: /Runtime/Camera/Projector.cpp:383
msgid "Ignore Layers"
msgstr "忽略图层"

#: [MenuItem]Editor/Tools/GeometryToolbox/unity_scripts/lod/ProgressiveMeshWindow.cs:1
msgid "GeometryToolbox"
msgstr "GeometryToolbox"

#: [MenuItem]Editor/Tools/GeometryToolbox/unity_scripts/lod/ProgressiveMeshWindow.cs:1
msgid "Progressive Mesh"
msgstr "渐进网格"

#: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:1 /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123
msgid "Custom"
msgstr "自定义"

#: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:1 /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123
msgid "UnwrapDebugHelper"
msgstr "UnwrapDebugHelper"

#: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:1 /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:1 /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:1
msgid "Export each selected to single OBJ"
msgstr "将每个选定导出到单个 OBJ"

#: Editor/Mono/EditorGUI.cs:1
msgid "Clipping Planes"
msgstr "剪裁平面"

#: Editor/Mono/EditorGUI.cs:1
msgid "The distances from the Camera where rendering starts and stops."
msgstr "渲染开始和停止位置与摄像机之间的距离。"

#: Editor/Mono/EditorGUI.cs:1
msgid "Near"
msgstr "近"

#: Editor/Mono/EditorGUI.cs:1
msgid "The closest point to the Camera where drawing occurs."
msgstr "最接近摄像机的开始绘制的位置。"

#: Editor/Mono/EditorGUI.cs:1
msgid "Far"
msgstr "远"

#: Editor/Mono/EditorGUI.cs:1
msgid "The furthest point from the Camera that drawing occurs."
msgstr "距离摄像机最远的开始绘制的位置。"

#: Editor/Mono/EditorGUI.cs:1
msgid "\\u2014"
msgstr "\\u2014"

#: Editor/Mono/EditorGUI.cs:1
msgid "Mixed Values"
msgstr "混合值"

#: Editor/Mono/EditorGUI.cs:1
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源，即在打开时按修改键 [Alt]。"

#: Editor/Mono/EditorGUI.cs:1
msgid "Check Out"
msgstr "签出"

#: Editor/Mono/EditorGUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Add Tag..."
msgstr "添加标签..."

#: Editor/Mono/EditorGUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Add Layer..."
msgstr "添加图层..."

#: Editor/Mono/EditorGUI.cs:1
msgid "Copy"
msgstr "复制"

#: Editor/Mono/EditorGUI.cs:1
msgid "Paste"
msgstr "粘贴"

#: Editor/Mono/EditorGUI.cs:1
msgid "[Please press a key]"
msgstr "[请按任意键]"

#: Editor/Mono/EditorGUI.cs:1
msgid "Cut"
msgstr "剪切"

#: Editor/Mono/EditorGUI.cs:1
msgid "Duplicate Array Element"
msgstr "创建数组元素副本"

#: Editor/Mono/EditorGUI.cs:1
msgid "Delete Array Element"
msgstr "删除数组元素"

#: Editor/Mono/EditorGUI.cs:1
msgid "Print Property Path"
msgstr "打印属性路径"

#: Editor/Mono/EditorGUI.cs:1
msgid "This field cannot display arrays with more than {0} elements when multiple objects are selected."
msgstr "选择多个对象时，此字段无法显示含有多于{0}个元素的数组。"

#: [MenuItem]Editor/Mono/PlayerPrefsSettings.cs:1
msgid "Clear All PlayerPrefs"
msgstr "清除所有 PlayerPrefs"

#: Editor/Mono/IconSelector.cs:1
msgid "Other..."
msgstr "其它…"

#: Editor/Mono/Handles.cs:1
msgid "Static"
msgstr "静态的"

#: Editor/Mono/ProjectTemplateWindow.cs:1
msgid "Save Template"
msgstr "保存模板"

#: [MenuItem]Editor/Mono/ProjectTemplateWindow.cs:1
msgid "internal:Project"
msgstr "内部：项目"

#: [MenuItem]Editor/Mono/ProjectTemplateWindow.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Save As Template..."
msgstr "另存为模板..."

#: Editor/Mono/GameObjectUtility.bindings.cs:1
msgid "Yes, change children"
msgstr "是，更改子对象"

#: Editor/Mono/GameObjectUtility.bindings.cs:1
msgid "No, this object only"
msgstr "否，仅此对象"

#: [MenuItem]Editor/Mono/RagdollBuilder.cs:1
msgid "GameObject"
msgstr "游戏对象"

#: [MenuItem]Editor/Mono/RagdollBuilder.cs:1
msgid "3D Object"
msgstr "3D 对象"

#: [MenuItem]Editor/Mono/RagdollBuilder.cs:1
msgid "Ragdoll..."
msgstr "布偶..."

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Platform"
msgstr "平台"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Which platform to build for"
msgstr "进行生成的平台"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Scenes In Build"
msgstr "Build 中的场景"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Which scenes to include in the build"
msgstr "在构建中包含的场景"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Autoconnect Profiler"
msgstr "自动连接探查器"

#: Editor/Mono/BuildPlayerWindow.cs:1
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:1
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:1
msgid "Deep Profiling Support"
msgstr "深度分析支持"

#: Editor/Mono/BuildPlayerWindow.cs:1
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:1
msgid "Deep Profiling"
msgstr "深度分析"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Wait For Managed Debugger"
msgstr "等待托管调试器"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Show a dialog where you can attach a managed debugger before any script execution."
msgstr "显示一个您可以在任何脚本执行之前附加一个托管调试器的对话框。"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Compression Method"
msgstr "压缩方法"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Compression applied to Player data (scenes and resources).\nDefault - none or default platform compression.\nLZ4 - fast compression suitable for Development Builds.\nLZ4HC - higher compression rate variance of LZ4, causes longer build times. Works best for Release Builds."
msgstr "适用于“播放器”数据的压缩（场景和资源）。\n默认 - 无或默认平台压缩。\nLZ4 - 适用于开发构建的快速压缩。\nLZ4HC - LZ4 的高压缩率变体，需要较长的生成时间。最适合发布版本。"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "No {0} module loaded."
msgstr "无 {0} 模块加载。"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "{0} is not included in your Unity Pro license. Your {0} build will include a Unity Personal Edition splash screen.\n\nYou must be eligible to use Unity Personal Edition to use this build option. Please refer to our EULA for further information."
msgstr "您的 Unity Pro 许可证中不包含 {0}。您的 {0} 构建中将包括 Unity 个人版启动画面。\n\n要使用此构建选项，您必须具备使用 Unity 个人版的资格。更多信息请参阅我们的最终用户许可协议（EULA）。"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Add {0} to your Unity Pro license"
msgstr "将 {0} 添加到您的 Unity Pro 许可"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "{0} is not supported in this build.\nDownload a build that supports it."
msgstr "此版本不支持 {0}。\n请下载支持它的版本。"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Switch Platform"
msgstr "切换平台"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Build"
msgstr "生成"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Build And Run"
msgstr "生成和运行"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Check out"
msgstr "签出"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Add Open Scenes"
msgstr "添加已打开场景"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Open Download Page"
msgstr "打开下载页面"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Install with Unity Hub"
msgstr "使用 Unity Hub 进行安装"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Eula"
msgstr "欧拉"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Development Build"
msgstr "开发构建"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Script Debugging"
msgstr "脚本调试"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Divide By Zero Checks"
msgstr "除以零检查"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Array Bounds Checks"
msgstr "数组边界检查"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Learn about Unity Cloud Build"
msgstr "了解 Unity 云生成"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Default"
msgstr "默认"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "LZ4"
msgstr "LZ4"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "LZ4HC"
msgstr "LZ4HC"

#: Editor/Mono/BuildPlayerWindow.cs:1 Editor-Extra:title label for BuildPlayerWindow
msgid "Build Settings"
msgstr "生成设置"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Player Settings..."
msgstr "玩家设置..."

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Unable to access Unity services. Please log in, or request membership to this project to use these services."
msgstr "无法访问 Unity 服务。要使用这些服务，请先登录或申请此项目的成员资格。"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "In order to build a player, go to 'Player Settings...' to resolve the incompatibility between the Color Space and the current settings."
msgstr "为了生成播放器，请转到 '播放器设置...' 中解决“颜色空间”与当前设置之间的不兼容问题。"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "In order to build a player, go to 'Player Settings...' to resolve the incompatibility between the selected Lightmap Encoding and the current settings."
msgstr "为了生成播放器，请转到 '播放器设置...' 中解决选定的“光照贴图编码”与当前设置之间的不兼容问题。"

#: Editor/Mono/BuildPlayerWindow.cs:1
msgid "Cannot build player 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:1
msgid "Cannot build player while editor is importing assets or compiling scripts."
msgstr "编辑器导入资源或编译脚本时无法生成播放器。"

#: Editor/Mono/EditorApplication.cs:1
msgid "[CODE COVERAGE]"
msgstr "[CODE COVERAGE]"

#: Editor/Mono/EditorApplication.cs:1
msgid "Untitled"
msgstr "无标题"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "Project"
msgstr "项目"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "This folder is empty"
msgstr "此文件夹是空的"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "Search:"
msgstr "搜索："

#: Editor/Mono/ProjectBrowser.cs:1
msgid "All"
msgstr "全部"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "In Packages"
msgstr "在包中"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "In Assets"
msgstr "在资源中"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "One Column Layout"
msgstr "单栏布局"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "Two Column Layout"
msgstr "两栏布局"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "DEVELOPER/Open TreeView Test Window..."
msgstr "DEVELOPER/打开 TreeView 测试窗口..."

#: Editor/Mono/ProjectBrowser.cs:1
msgid "DEVELOPER/Use TreeView Expansion Animation"
msgstr "DEVELOPER/Use TreeView 扩展动画"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "Delete"
msgstr "删除"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "No sub folders..."
msgstr "无子文件夹…"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "Search by Label"
msgstr "按标签搜索"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "Search by Type"
msgstr "按类型搜索"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "Save search"
msgstr "保存搜索"

#: Editor/Mono/ProjectBrowser.cs:1
msgid "Number of hidden packages, click to toggle hidden packages visibility"
msgstr "隐藏包的数量，单击可切换隐藏包可见性"

#: Editor/Mono/ContainerWindow.cs:1
msgid "Unsaved Changes Detected"
msgstr "检测到未保存的更改"

#: Editor/Mono/ContainerWindow.cs:1
msgid "Discard"
msgstr "放弃"

#: Editor/Mono/ContainerWindow.cs:1
msgid "Save All"
msgstr "全部保存"

#: Editor/Mono/ContainerWindow.cs:1
msgid "Discard All"
msgstr "全部放弃"

#: Editor/Mono/ObjectNames.cs:1
msgid " (Script)"
msgstr " （脚本）"

#: Editor/Mono/ObjectNames.cs:1
msgid "[none]"
msgstr "[none]"

#: Editor/Mono/ObjectNames.cs:1
msgid "Nothing Selected"
msgstr "未进行任何选择"

#: Editor/Mono/ObjectNames.cs:1
msgid " (Deprecated)"
msgstr " （已弃用）"

#: Editor/Mono/SceneHierarchyWindow.cs:1
msgid "Hierarchy"
msgstr "层级"

#: [MenuItem]Editor/Mono/SceneHierarchyWindow.cs:1
msgid "Paste As Child %"
msgstr "粘贴为子对象 %"

#: [MenuItem]Editor/Mono/EditorResources.cs:1
msgid "Theme"
msgstr "主题"

#: [MenuItem]Editor/Mono/EditorResources.cs:1
msgid "Refresh Styles"
msgstr "刷新样式"

#: [MenuItem]Editor/Mono/EditorResources.cs:1
msgid "Switch Theme And Repaint"
msgstr "切换主题并重新绘制"

#: Editor/Mono/ObjectSelector.cs:1
msgid "Number of hidden packages, click to toggle packages visibility"
msgstr "隐藏包的数量，单击可切换包可见性"

#: Editor/Mono/EditorUtility.cs:1
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:1
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:1
msgid "Discard Changes"
msgstr "放弃更改"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Are you sure you want to discard the changes in the following scenes:\n\n   {0}\n\nYour changes will be lost."
msgstr "您确定要放弃以下场景中的更改吗：\n\n   {0}\n\n您所做的更改将会丢失。"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Rename New Objects"
msgstr "重命名新对象"

#: Editor/Mono/SceneHierarchy.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Create Empty Parent"
msgstr "创建空父对象"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Paste As Child"
msgstr "粘贴为子对象"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Delete GameObject"
msgstr "删除游戏对象"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Rename"
msgstr "重命名"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Duplicate"
msgstr "副本"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Select Children"
msgstr "选择子对象"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Prefab/Open Model"
msgstr "预制件/打开模型"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Prefab/Open Asset in Context"
msgstr "预制件/在上下文中打开资源"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Prefab/Open Asset in Isolation"
msgstr "预制件/单独打开资源"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Prefab/Select Asset"
msgstr "预制件/选择资源"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Prefab/Select Root"
msgstr "预制件/选择根"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Prefab/Unpack"
msgstr "预制件/解压缩"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Prefab/Unpack Completely"
msgstr "预制件/完全解压缩"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Set Active Scene"
msgstr "设置活动场景"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Save Scene As"
msgstr "场景另存为"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Unload Scene"
msgstr "卸载场景"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Remove Scene"
msgstr "移除场景"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Discard changes"
msgstr "放弃更改"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Select Scene Asset"
msgstr "选择场景资源"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Save Untitled Scene"
msgstr "保存未保存场景"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Existing Untitled scene needs to be saved before creating a new scene. Only one untitled scene is supported at a time."
msgstr "在创建一个新场景前需要先保存现存的未命名场景。一次只能有一个未命名场景。"

#: Editor/Mono/SceneHierarchy.cs:1
msgid "Collapse All"
msgstr "全部折叠"

#: Editor/Mono/BuildPlayerSceneTreeView.cs:1
msgid "Remove Selection"
msgstr "移除选择"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Console"
msgstr "控制台"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Clear"
msgstr "清除"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Clear console entries"
msgstr "清除控制台条目"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Collapse"
msgstr "折叠"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Collapse identical entries"
msgstr "折叠相同条目"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Error Pause"
msgstr "错误暂停"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Pause Play Mode on error"
msgstr "遇到错误时暂停播放模式"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Clear on Play"
msgstr "播放时清除"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Clear on Build"
msgstr "生成时清除"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Stop for Assert"
msgstr "因断言停止"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Stop for Error"
msgstr "因错误停止"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Player Logging"
msgstr "播放器日志记录"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Full Log (Developer Mode Only)"
msgstr "完整日志（仅限开发者模式）"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Open Player Log"
msgstr "打开播放器日志"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Open Editor Log"
msgstr "打开编辑器日志"

#: Editor/Mono/ConsoleWindow.cs:1
msgid "Show Timestamp"
msgstr "显示时间戳"

#: Editor/Mono/HostView.cs:1
msgid "Inspect Window"
msgstr "检视窗口"

#: Editor/Mono/HostView.cs:1
msgid "Inspect View"
msgstr "检视视图"

#: Editor/Mono/HostView.cs:1
msgid "Reload Window _f5"
msgstr "重新加载窗口 _f5"

#: Editor/Mono/GUIDebugger/BaseInspectView.cs:1
msgid "Instructions"
msgstr "说明"

#: Editor/Mono/GUIDebugger/BaseInspectView.cs:1
msgid "Select an Instruction on the left to see details"
msgstr "从左侧选择一个“指令”，查看详细信息"

#: Editor/Mono/GUIDebugger/StyleDrawInspectView.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Property"
msgstr "属性"

#: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1
msgid "Inspected View: "
msgstr "检视视图："

#: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1
msgid "Pick Style"
msgstr "选择样式"

#: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1
msgid "Picking   "
msgstr "选择"

#: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1
msgid "IMGUI Debugger"
msgstr "IMGUI 调试器"

#: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1
msgid "None"
msgstr "无"

#: [MenuItem]Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1
msgid "Analysis"
msgstr "分析"

#: Editor/Mono/Settings/SettingsWindow.cs:1
msgid "Print Provider Keywords"
msgstr "打印提供者关键字"

#: Editor/Mono/Settings/SettingsWindow.cs:1
msgid "Refresh providers"
msgstr "刷新提供者"

#: [MenuItem]Editor/Mono/Settings/SettingsWindow.cs:1
msgid "Project Settings..."
msgstr "项目设置..."

#: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1
msgid "Expose Property"
msgstr "暴露属性"

#: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1
msgid "Unexpose Property"
msgstr "取消暴露属性"

#: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1
msgid "not found on"
msgstr "未找到"

#: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1
msgid "Overridden by "
msgstr "覆盖者"

#: Editor/Mono/CodeEditor/DefaultExternalCodeEditor.cs:1
msgid "Reset argument"
msgstr "重置参数"

#: [MenuItem]Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:1
msgid "Open C# Project"
msgstr "打开 C# 项目"

#: Editor/Mono/SceneView/SceneViewMotion.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Click to lock the rotation in the current direction."
msgstr "单击锁定当前方向旋转。"

#: Editor/Mono/SceneView/SceneViewMotion.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Click to unlock the rotation."
msgstr "单击解锁旋转。"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Gizmos"
msgstr "Gizmos"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Toggle visibility of all Gizmos in the Scene view"
msgstr "在“场景”视图中切换所有小工具的可见性"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Toggle the visibility of different Gizmos in the Scene view."
msgstr "在“场景”视图中切换不同“小工具”的可见性。"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Exit"
msgstr "退出"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Exit isolation mode"
msgstr "退出隔离模式"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Isolation View"
msgstr "隔离视图"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Check Pure Metals"
msgstr "检查纯金属"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Check if albedo is black for materials with an average specular color above 0.45"
msgstr "检查平均高光颜色大于 0.45 的材料的反照率是否为黑色"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Luminance Validation:"
msgstr "亮度验证："

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Select default luminance validation or validate against a configured albedo swatch"
msgstr "选择默认亮度验证或对照配置的反照率样本进行验证"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Hue Tolerance:"
msgstr "色调容差："

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Check that the hue of the albedo value of a material is within the tolerance of the hue of the albedo swatch being validated against"
msgstr "检查材料的反照率值的色调是否在被验证的反照率样本的色调容差范围内"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Saturation Tolerance:"
msgstr "饱和度容差："

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Check that the saturation of the albedo value of a material is within the tolerance of the saturation of the albedo swatch being validated against"
msgstr "检查材料的反照率值的饱和度是否在被验证的反照率样本饱和度的容差范围内"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "The Draw Mode used to display the Scene."
msgstr "用来显示“场景”的绘制模式。"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Contribute GI Off"
msgstr "贡献 GI 关闭"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Contribute GI / Receive GI Lightmaps"
msgstr "贡献 GI/接收 GI 光照贴图"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Contribute GI / Receive GI Light Probes"
msgstr "贡献 GI/接收 GI 光照探测器"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "PBR Validation Settings"
msgstr "PBR 验证设置"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Lighting Exposure"
msgstr "照明曝光"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "GI Contributors / Receivers"
msgstr "GI 贡献者/接收者"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Tools"
msgstr "工具"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "You must exit play mode to save the scene!"
msgstr "必须退出播放模式才能保存场景！"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Hide or show the Component Editor Tools panel in the Scene view."
msgstr "隐藏或显示“场景”视图中的“组件编辑器工具”面板。"

#: Editor/Mono/SceneView/SceneView.cs:1 Editor-Missing:Missing detected at runtime.
msgid "When toggled on, the Scene lighting is used. When toggled off, a light attached to the Scene view camera is used."
msgstr "切换开启后，会使用“场景”照明。切换关闭后，会使用连接到“场景”视图相机的灯光。"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Toggle skybox, fog, and various other effects."
msgstr "切换天空盒、雾和各种其他效果。"

#: Editor/Mono/SceneView/SceneView.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Toggle audio on or off."
msgstr "切换打开或关闭音频。"

#: Editor/Mono/SceneView/SceneView.cs:1 Editor-Missing:Missing detected at runtime.
msgid "When toggled on, the Scene is in 2D view. When toggled off, the Scene is in 3D view."
msgstr "切换开启后，场景处于 2D 视图中。切换关闭后，场景处于 3D 视图中。"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Toggle the visibility of the grid"
msgstr "切换网格的可见性"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "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:1
msgid "Number of hidden objects, click to toggle scene visibility"
msgstr "隐藏对象的数量，单击可切换场景可见性"

#: Editor/Mono/SceneView/SceneView.cs:1
msgid "Settings for the Scene view camera."
msgstr "场景视图摄像机的设置。"

#: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1
msgid "Set as first sibling %="
msgstr "置于同级首位 %="

#: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1
msgid "Set as last sibling %-"
msgstr "置于同级末位 %-"

#: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1
msgid "Move To View %"
msgstr "移动到视图 %"

#: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1
msgid "Align With View %"
msgstr "与视图 % 对齐"

#: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1
msgid "Align View to Selected"
msgstr "对齐视图到选定项"

#: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1
msgid "Toggle Active State &"
msgstr "切换活动状态 &"

#: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1
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:1
msgid "success"
msgstr "成功"

#: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1
msgid "error"
msgstr "错误"

#: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1
msgid "Timeout while checking assemblies:"
msgstr "检查程序集时超时："

#: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1
msgid "{0}Timeout: {1} ms"
msgstr "{0}超时：{1} 毫秒"

#: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1
msgid "{0}Update configurations from those assemblies may have not been applied."
msgstr "{0}可能尚未应用这些程序集的更新配置。"

#: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1
msgid "Timeout while updating assemblies:"
msgstr "更新程序集时超时："

#: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1
msgid "Unable to update following assemblies:"
msgstr "无法更新以下程序集："

#: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1
msgid " 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:1
msgid "Following assemblies were successfully updated but due to the failed ones above they were ignored (not copied to the destination folder):"
msgstr "以下程序集已成功更新，但由于上面失败的程序集，已将它们忽略（未复制到目标文件夹）："

#: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1
msgid "User declined to run APIUpdater"
msgstr "用户已拒绝运行 APIUpdater"

#: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1
msgid "Processing imported assemblies took {0} ms ({1}/{2} 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:1
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:1
msgid "Failed to save assembly dependency graph ({0}). Exception: {1}"
msgstr "保存程序集依赖关系图 ({0}) 失败。异常：{1}"

#: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1
msgid "Failed to read assembly dependency graph ({0}). Exception: {1}"
msgstr "读取程序集依赖关系图 ({0}) 失败。异常：{1}"

#: Editor/Mono/Scripting/Compilers/APIUpdaterHelper.cs:1
msgid "[API Updater] ScriptUpdater threw an exception. Check the following message in the log."
msgstr "[API Updater] ScriptUpdater 引发了异常。检查日志中的以下消息。"

#: Editor/Mono/Scripting/Compilers/APIUpdaterHelper.cs:1
msgid "Failed to run script updater.{0}Please, report a bug to Unity with these details{0}{1}"
msgstr "运行脚本更新程序失败。{0}请向 Unity 提交错误报告并附上以下详细信息：{0}{1}"

#: Editor/Mono/Scripting/Compilers/APIUpdaterHelper.cs:1
msgid "APIUpdater encountered some issues and was not able to finish.{0}{1}"
msgstr "APIUpdater 遇到一些问题，无法完成。{0}{1}"

#: Editor/Mono/Scripting/Compilers/APIUpdaterHelper.cs:1
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:1
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:1
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:1
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:1
msgid "What will this texture be used for?"
msgstr "此纹理的用途是什么？"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is a normal image such as a diffuse texture or other."
msgstr "纹理是一张法线贴图，例如漫反射纹理或其他。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Normal map"
msgstr "法线贴图"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is a bump or normal map."
msgstr "纹理是一张凹凸或法线贴图。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Editor GUI and Legacy GUI"
msgstr "编辑器 GUI 和旧功能 GUI"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is used for a GUI element."
msgstr "纹理是用于 GUI 元素的。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Sprite (2D and UI)"
msgstr "Sprite (2D 和 UI)"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is used for a sprite."
msgstr "纹理是用于 sprite 的。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Cursor"
msgstr "光标"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is used for a cursor."
msgstr "纹理是用于光标的。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Cookie"
msgstr "剪影"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is a cookie you put on a light."
msgstr "纹理是您放在灯光上的一个 cookie。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is a lightmap."
msgstr "纹理是一张光照贴图。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Shadowmask"
msgstr "Shadowmask"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is a shadowmask texture."
msgstr "纹理是阴影遮罩纹理。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Single Channel"
msgstr "单通道"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is a one component texture."
msgstr "纹理是单组件纹理。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "What shape is this texture?"
msgstr "该纹理的形状是什么？"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 Editor-Extra:class Section at PreferencesWindow.cs
msgid "2D"
msgstr "2D"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is 2D."
msgstr "纹理是 2D。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Cube"
msgstr "立方体"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is a Cubemap."
msgstr "纹理是一个“立方体贴图”。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "2D Array"
msgstr "2D 数组"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is a 2D Array."
msgstr "纹理是 2D 数组。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "3D"
msgstr "3D"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture is 3D."
msgstr "纹理是 3D。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Create from Grayscale"
msgstr "从“灰度”创建"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "The grayscale of the image is used as a heightmap for generating the normal map."
msgstr "生成法线贴图时用作高度图的图像的灰度。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "6 Frames Layout (Cubic Environment)"
msgstr "6 帧布局（立方体环境）"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture contains 6 images arranged in one of the standard cubemap layouts - cross or sequence (+x, -x, +y, -y, +z, -z). Texture can be in vertical or horizontal orientation."
msgstr "纹理包含按以下标准立方体贴图布局之一排列的 6 个图像：交叉或序列（+x、-x、+y、-y、+z、-z）。纹理可以是垂直方向或水平方向。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Latitude-Longitude Layout (Cylindrical)"
msgstr "纬度 - 经度布局（圆柱体）"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture contains an image of a ball unwrapped such that latitude and longitude are mapped to horizontal and vertical dimensions (as on a globe)."
msgstr "纹理包含一个展开的球体的图像，纬度和经度映射到了水平和垂直维度（类似地球）。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Mirrored Ball (Spheremap)"
msgstr "镜面球（Spheremap）"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture contains an image of a mirrored ball."
msgstr "纹理包含一张镜像球的图像。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Specular (Glossy Reflection)"
msgstr "镜面（光泽反射）"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Convolve cubemap for specular reflections with varying smoothness (Glossy Reflections)."
msgstr "将立方体贴图卷积为具有不同平滑度的镜面反射（光泽反射）。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Diffuse (Irradiance)"
msgstr "漫反射（发光）"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Convolve cubemap for diffuse-only reflection (Irradiance Cubemap)."
msgstr "将立方体贴图卷积为仅漫反射（发光立方体贴图）。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Fixup Edge Seams"
msgstr "固定边缘对接处"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Enable if this texture is used for glossy reflections."
msgstr "如果此纹理用于光泽反射，则予以启用。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Read/Write Enabled"
msgstr "读/写已启用"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Enable to be able to access the raw pixel data from code."
msgstr "启用从代码访问原始像素数据。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Only load larger mipmaps as needed to render the current game cameras. Requires texture streaming to be enabled in quality settings."
msgstr "仅根据需要加载较大的 mipmap 以渲染当前的游戏摄像机。需要在质量设置中启用纹理流。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Mip Map Priority"
msgstr "Mip Map 优先级"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Mip map streaming priority when there's contention for resources. Positive numbers represent higher priority. Valid range is -128 to 127."
msgstr "出现资源争夺时 Mip map 流式处理的优先级。正数代表更高的优先级。有效范围是 -128 到 127。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Virtual Texture Only"
msgstr "仅虚拟纹理"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
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:1
msgid "Alpha Source"
msgstr "Alpha 源"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "How is the alpha generated for the imported texture."
msgstr "如何为导入的纹理生成 alpha。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "No Alpha will be used."
msgstr "不会使用 Alpha。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Input Texture Alpha"
msgstr "输入纹理 Alpha"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Use Alpha from the input texture if one is provided."
msgstr "如果提供了输入纹理，则使用输入纹理中的 Alpha。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "From Gray Scale"
msgstr "从灰度"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Generate Alpha from image gray scale."
msgstr "从图像灰度生成 Alpha。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "As which color/alpha component the single channel texture is treated."
msgstr "作为单独通道纹理处理的颜色/alpha 组件。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Alpha"
msgstr "Alpha"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Use the alpha channel (compression not supported)."
msgstr "使用 alpha 通道（不支持压缩）。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Red"
msgstr "红色"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Use the red color component."
msgstr "使用红色组件。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "sRGB (Color Texture)"
msgstr "sRGB（颜色纹理）"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Texture content is stored in gamma space. Non-HDR color textures should enable this flag (except if used for IMGUI)."
msgstr "纹理内容存储在伽马空间中。非 HDR 颜色纹理应该启用此标志（用于 IMGUI 的除外）。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "The alpha channel of generated Mip Maps will preserve coverage during the alpha test."
msgstr "生成的“Mip 图”的 alpha 通道将在 alpha 测试期间保持覆盖。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Alpha Cutoff Value"
msgstr "Alpha 修剪值"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "The reference value used during the alpha test. Controls Mip Map coverage."
msgstr "alpha 测试期间使用的参考值。该值可以控制“Mip 图”的覆盖范围。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Non-Power of 2"
msgstr "非二次幂"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "How non-power-of-two textures are scaled on import."
msgstr "无二次幂限制的纹理在导入时缩放程度如何。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Packing Tag"
msgstr "打包标记"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Tag for the Sprite Packing system."
msgstr "“Sprite 打包”系统标签。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Pixels Per Unit"
msgstr "每单位像素数"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "How many pixels in the sprite correspond to one unit in the world."
msgstr "对应世界一个单位的 sprite 中有多少像素。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Extrude Edges"
msgstr "挤出边缘"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "How much empty area to leave around the sprite in the generated mesh."
msgstr "生成的网格内的 sprite 四周留下多少空白区域。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Mesh Type"
msgstr "网格类型"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Type of sprite mesh to generate."
msgstr "要生成的 sprite 网格类型。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Sprite pivot point in its localspace. May be used for syncing animation frames of different sizes."
msgstr "Sprite 枢轴点在其 localspace 中。可以用于同步不同大小的动画帧。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Generate Physics Shape"
msgstr "生成物理形状"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Generates a default physics shape from the outline of the Sprite/s when a physics shape has not been set in the Sprite Editor."
msgstr "当物理性状未在“Sprite 编辑器”中进行设定的时候，从 Sprite/s 的轮廓描边中生成默认的物理形状。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "If the provided alpha channel is transparency, enable this to pre-filter the color to avoid texture filtering artifacts. This is not supported for HDR textures."
msgstr "如果提供的 alpha 通道是透明的，请启用此选项以预过滤颜色，避免纹理过滤瑕疵。 HDR 纹理不支持此功能。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Advanced"
msgstr "高級"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Show advanced settings."
msgstr "显示高级设置。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Remove Matte (PSD)"
msgstr "移除遮罩 (PSD)"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Enable special processing for PSD that has transparency, as color pixels will be tweaked (blended with white color)."
msgstr "允许对具有透明度的 PSD 进行特殊处理，因为颜色像素将被调整（与白色混合）。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Ignore PNG file gamma"
msgstr "忽略 PNG 文件 Gamma"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Ignore the Gamma value attribute in PNG files, this setting has no effect on other file formats."
msgstr "忽略 PNG 文件中的 Gamma 值属性，此设置对其他文件格式无效。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Columns"
msgstr "列"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
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:1
msgid "Rows"
msgstr "行"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
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:1
msgid "Filter Mode"
msgstr "过滤模式"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Point (no filter)"
msgstr "点（无过滤器）"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Bilinear"
msgstr "双线性"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Trilinear"
msgstr "三线"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Light Type"
msgstr "光照类型"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Spotlight"
msgstr "聚光灯"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Point"
msgstr "点"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Bumpiness"
msgstr "凹凸"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Filtering"
msgstr "过滤"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Sharp"
msgstr "锐化"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Smooth"
msgstr "平滑"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Mapping"
msgstr "贴图"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Auto"
msgstr "自动"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Convolution Type"
msgstr "卷积型"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Fadeout Mip Maps"
msgstr "交叉淡化 Mip 贴图"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Fade Range"
msgstr "淡化范围"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Border Mip Maps"
msgstr "边框 Mip 贴图"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Mip Map Filtering"
msgstr "MIP 贴图过滤"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Box"
msgstr "盒"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Kaiser"
msgstr "凯撒"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Single"
msgstr "单一"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Multiple"
msgstr "多个"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Polygon"
msgstr "多边形"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Full Rect"
msgstr "全矩形"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Tight"
msgstr "紧密"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Top Left"
msgstr "左上"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Top"
msgstr "顶部"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Top Right"
msgstr "右上"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Left"
msgstr "左"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Right"
msgstr "右"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Bottom Left"
msgstr "左下"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Bottom Right"
msgstr "右下"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "If you have PSD with transparency, colors will be tweaked by blending them with white color. Matte removal refers to our attempts to undo that."
msgstr "如果 PSD 具有透明度，则会通过将颜色与白色混合来调整颜色。遮罩移除是指尝试撤消该操作。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "How to handle PSD with alpha"
msgstr "如何利用 Alpha 处理 PSD"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Textures larger than 8192 can not be Read/Write enabled. Value will be ignored."
msgstr "大于 8192 的纹理不能设置为“读/写已启用”。值会被忽略。"

#: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1
msgid "Graphics device doesn't support Repeat wrap mode on NPOT textures. Falling back to Clamp."
msgstr "图形设备在 NPOT 纹理上不支持重复循环模式。回退到 Clamp。"

#: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1
msgid "CPU"
msgstr "CPU"

#: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1
msgid "Is plugin compatible with 32bit or 64bit Editor?"
msgstr "插件是否 32bit 或 64bit 编辑器兼容？"

#: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1
msgid "OS"
msgstr "OS"

#: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1
msgid "Is plugin compatible with Windows, OS X or Linux Editor?"
msgstr "插件是否兼容 Windows 、Mac OS X 或 Linux 编辑器？"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Use External Materials (Legacy)"
msgstr "使用外部材质（旧版）"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Use external materials if found in the project."
msgstr "如果能在项目中找到，请使用外部材料。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Use Embedded Materials"
msgstr "使用嵌入材质"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Embed the material inside the imported asset."
msgstr "将材料嵌入导入的资源中。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Search and Remap..."
msgstr "搜索和重新映射..."

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Click on this button to search and remap the materials from the project."
msgstr "单击此按钮搜索并重映射项目中的材料。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Remapped Materials"
msgstr "重新映射的材质"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "External materials to use for each embedded material."
msgstr "用于每种嵌入材料的外部材料。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Extract Materials..."
msgstr "提取材料..."

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Click on this button to extract the embedded materials."
msgstr "单击此按钮提取嵌入的材料。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Location"
msgstr "位置"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "On Demand Remap"
msgstr "按需重映射"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Re-import the asset to see the list of used materials."
msgstr "重新导入资源，查看已使用材料列表。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Materials are embedded inside the imported asset."
msgstr "材料嵌入在导入的资源中。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Material assignments can be remapped below."
msgstr "可以在下面重新映射材质分配。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Remap the imported materials to materials from the Unity project."
msgstr "将导入的材质重新映射到 Unity 项目中的材质。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1
msgid "Select Materials Folder"
msgstr "选择材质文件夹"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Reset LOD to..."
msgstr "将 LOD 重置为..."

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Unify the LOD settings for all selected assets."
msgstr "统一所有选定资源的 LOD 设置。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Smooth LOD"
msgstr "平滑 LOD"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Toggles smooth LOD transitions."
msgstr "切换平滑的 LOD 过渡。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Animate Cross-fading"
msgstr "动画的交叉淡化"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Cross-fading is animated instead of being calculated by distance."
msgstr "交叉渐变是动画而不是按距离计算。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Crossfade Width"
msgstr "交叉淡入淡出宽度"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree."
msgstr "用于交叉淡化 billboard 树的最近 3D 网格 LOD 区域宽度比例。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Proportion of the billboard LOD region width which is used for fading out the billboard."
msgstr "用于淡出 billboard 的 billboard LOD 区域宽度比例。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "How much to scale the tree model compared to what is in the .spm file."
msgstr "与 .spm 文件中相比，树木模型的缩放程度如何。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "The color modulating the diffuse lighting component."
msgstr "调制漫射照明组件的颜色。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Hue Color"
msgstr "色调"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Apply to LODs that have Hue Variation effect enabled."
msgstr "应用于启用了“色调变化”效果的 LODs。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Alpha Cutoff"
msgstr "Alpha 修剪"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "The alpha-test reference value."
msgstr "alpha 测试参考值。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "The tree casts shadow."
msgstr "树投下阴影。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "The tree receives shadow."
msgstr "树接收阴影。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "The tree uses light probe for lighting."
msgstr "树使用光照探测器进行照明。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Use Reflection Probes"
msgstr "使用反射探测器"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "The tree uses reflection probe for rendering."
msgstr "树使用反射探测器进行渲染。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Normal Map"
msgstr "法线贴图"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Enable normal mapping (aka Bump mapping)."
msgstr "启用法线映射（即“凹凸”映射）。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Enable Hue Variation"
msgstr "启用色调变化"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Enable Hue variation color (color is adjusted between Main Color and Hue Color)."
msgstr "启用色调色差（颜色在“主色”和“色调”之间调整）。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Enable subsurface scattering effects."
msgstr "启用次表面散射效果。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Controls the wind quality."
msgstr "控制风质量。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Apply & Generate Materials"
msgstr "应用并生成材料"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Apply current importer settings and generate materials with new settings."
msgstr "应用当前导入器设置并使用新设置生成材料。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Regenerate Materials"
msgstr "重新生成材质"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Regenerate materials from the current importer settings."
msgstr "从当前导入器设置中重新生成材质。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "LODs"
msgstr "LODs"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Meshes"
msgstr "网格"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "The default value of Scale Factor is 0.3048, the conversion ratio from feet to meters, as these are the most conventional measurements used in SpeedTree and Unity, respectively."
msgstr "缩放系数的默认值为 0.3048，即英尺到米的转换比率，因为这两者分别是 SpeedTree 和 Unity 中最常用的测量单位。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1
msgid "Enable Smooth LOD"
msgstr "启用平滑的 LOD"

#: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1
msgid "Use"
msgstr "使用"

#: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1
msgid "Maintain Alt/Option key to enable or disable all children"
msgstr "保持 Alt/Option 键以启用或禁用所有子对象"

#: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1
msgid "Node Name"
msgstr "节点名称"

#: Editor/Mono/ImportSettings/TextureImportPlatformSettings.cs:1
msgid "Override For {0}"
msgstr "{0} 覆盖"

#: Editor/Mono/ImportSettings/SpeedTreeImporterInspector.cs:1
msgid "Regenerate the remapped materials from the current import settings."
msgstr "从当前导入设置中重新生成重新映射的材质。"

#: Editor/Mono/ImportSettings/SpeedTreeImporterInspector.cs:1
msgid "Apply current importer settings and regenerate the remapped materials with new settings."
msgstr "应用当前导入器设置并使用新设置重新生成重新映射的材质。"

#: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1
msgid "x86"
msgstr "x86"

#: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1
msgid "x86_x64"
msgstr "x86_x64"

#: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1
msgid "x64"
msgstr "x64"

#: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1
msgid "Windows"
msgstr "Windows"

#: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1
msgid "Linux"
msgstr "Linux"

#: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1
msgid "Mac OS X"
msgstr "Mac OS X"

#: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1
msgid "Only load larger mipmaps as needed to render the current game cameras."
msgstr "仅根据需要加载较大的 mipmap 以渲染当前的游戏摄像机。"

#: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1
msgid "Wrap Mode"
msgstr "贴图间拼接模式"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Family Name"
msgstr "系列名称"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
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:1
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:1
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。"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Rendering Mode"
msgstr "渲染模式"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Character"
msgstr "角色"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Ascent Calculation Mode"
msgstr "上升计算模式"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Custom Chars"
msgstr "自定义字符"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Use Legacy Bounds"
msgstr "使用旧版边界"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Should Round Advance Value"
msgstr "应该对提前值做四舍五入"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Include Font Data"
msgstr "包括字体数据"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Font Names"
msgstr "字体名称"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
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:1
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:1
msgid "Font Size"
msgstr "字体大小"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Use Legacy Bounds Calculation"
msgstr "使用旧版边界计算"

#: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Font Name"
msgstr "字体名称"

#: [MenuItem]Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "CONTEXT"
msgstr "上下文"

#: [MenuItem]Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "TrueTypeFontImporter"
msgstr "TrueTypeFontImporter"

#: [MenuItem]Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1
msgid "Create Editable Copy"
msgstr "创建可编辑副本"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "What to display in empty areas of this Camera's view.\n\nChoose Skybox to display a skybox in empty areas, defaulting to a background color if no skybox is found.\n\nChoose Solid Color to display a background color in empty areas.\n\nChoose Depth Only to display nothing in empty areas.\n\nChoose Don't Clear to display whatever was displayed in the previous frame in empty areas."
msgstr "此摄像机视图的空白区域中显示什么。\n\n选择“天空盒”会在空白区域显示天空盒；如果未找到天空盒，则默认为背景色。\n\n选择“纯色”会在空白区域显示背景色。\n\n选择“仅深度”不会在空白区域显示任何内容。\n\n选择“不清除”会在空白区域显示前一帧中的内容。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Background"
msgstr "背景"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "The Camera clears the screen to this color before rendering."
msgstr "在渲染之前，“相机”会将屏幕清除为此颜色。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Projection"
msgstr "投影"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "How the Camera renders perspective.\n\nChoose Perspective to render objects with perspective.\n\nChoose Orthographic to render objects uniformly, with no sense of perspective."
msgstr "“相机”如何渲染透视图。\n\n选择“透视”使用透视渲染对象。\n\n选择“正交”均匀渲染对象，没有透视感。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "The vertical size of the camera view."
msgstr "摄像机视图的垂直尺寸。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Field of View"
msgstr "视野"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "The camera's view angle measured in degrees along the selected axis."
msgstr "摄像机沿着选定轴的视角，以度为单位测量。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Viewport Rect"
msgstr "Viewport 矩形"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Four values that indicate where on the screen this camera view will be drawn. Measured in Viewport Coordinates (values 0-1)."
msgstr "表明在屏幕上绘制此摄像机视图位置的四个值。在视口坐标中测量（值为 0-1）。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Sensor Size"
msgstr "传感器尺寸"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "The size of the camera sensor in millimeters."
msgstr "以毫米为单位的相机传感器的尺寸。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Lens Shift"
msgstr "镜头位移"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Offset from the camera sensor. Use these properties to simulate a shift lens. Measured as a multiple of the sensor size."
msgstr "与相机传感器的偏移。使用这些属性来模拟移位镜头。该值作为传感器尺寸的一个倍数衡量。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Physical Camera"
msgstr "物理相机"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Enables Physical camera mode. When checked, the field of view is calculated from properties for simulating physical attributes (focal length, sensor size, and lens shift)"
msgstr "启用“物理”摄像机模式。选中后，视野将根据用于模拟物理属性（焦距、传感器尺寸和镜头移位）的属性进行计算"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Sensor Type"
msgstr "传感器类型"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Common sensor sizes. Choose an item to set Sensor Size, or edit Sensor Size for your custom settings."
msgstr "常见的传感器尺寸。选择一个项目来设置“传感器尺寸”，或者编辑您自定义设置的“传感器尺寸”。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Rendering Path"
msgstr "渲染路径"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Choose a rendering method for this camera.\n\nUse Graphics Settings to use the rendering path specified in Player settings.\n\nUse Forward to render all objects with one pass per material.\n\nUse Deferred to draw all objects once without lighting and then draw the lighting of all objects at the end of the render queue.\n\nUse Legacy Vertex Lit to render all lights in a single pass, calculated in vertices.\n\nLegacy Deferred has been deprecated."
msgstr "选择此摄像机的渲染方法。\n\n使用“图形设置”可以使用“播放器设置”中指定的渲染路径。\n\n使用“正向”可以根据每种材质使用一个通道渲染所有对象。\n\n使用“延迟”可以在没有光照的情况下将所有对象绘制一次，然后在渲染队列的结尾绘制所有对象的光照。\n\n使用“旧版顶点光照”可以在单通道中渲染所有光照（在顶点中进行计算）。\n\n“旧版延迟”已弃用。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Focal Length"
msgstr "焦距"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "The simulated distance between the lens and the sensor of the physical camera. Larger values give a narrower field of view."
msgstr "物理摄像机的镜头与传感器之间的模拟距离。较大的值将提供更窄的视野。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Occlusion Culling"
msgstr "遮挡剔除"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Occlusion Culling 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:1
msgid "High Dynamic Range gives you a wider range of light intensities, so your lighting looks more realistic. With it, you can still see details and experience less saturation even with bright light."
msgstr "高动态范围提供更广泛的光强度，使光照看起来更逼真。有了它，即使在亮光下，仍然可以看到细节并产生更低的饱和度。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "MSAA"
msgstr "MSAA"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Use Multi Sample Anti-aliasing to reduce aliasing."
msgstr "使用“多重采样抗锯齿”减少锯齿。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Gate Fit"
msgstr "门适应"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Determines how the rendered area (resolution gate) fits into the sensor area (film gate)."
msgstr "确定渲染区域（分辨率门）如何适应传感器区域（胶片门）。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Allow Dynamic Resolution"
msgstr "允许动态分辨率"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Scales render textures to support dynamic resolution if the target platform/graphics API supports it."
msgstr "如果目标平台/图形 API 支持动态分辨率，缩放渲染纹理以支持动态分辨率。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "FOV Axis"
msgstr "FOV 轴"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Field of view axis."
msgstr "视野轴。"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Use Graphics Settings"
msgstr "使用图形设置"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Forward"
msgstr "正向"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Legacy Vertex Lit"
msgstr "旧版顶点光照"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Legacy Deferred (light prepass)"
msgstr "旧版延迟（光照预通）"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Both"
msgstr "两个"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "None (Main Display)"
msgstr "无（主显示）"

#: Editor/Mono/Inspector/CameraEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Remove command buffer"
msgstr "移除命令缓冲区"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Background Color"
msgstr "背景色"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Normalized View Port Rect"
msgstr "归一化的视口矩形"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Target Texture"
msgstr "目标纹理"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Stereo Separation"
msgstr "立体分离"

#: Editor/Mono/Inspector/CameraEditor.cs:1
msgid "Stereo Convergence"
msgstr "立体聚焦"

#: [MenuItem]Editor/Mono/Inspector/AudioMixerGroupEditor.cs:1 /Editor/Mono/Inspector/AudioMixerGroupEditor.cs:65
msgid "AudioMixerGroupController"
msgstr "AudioMixerGroupController"

#: [MenuItem]Editor/Mono/Inspector/AudioMixerGroupEditor.cs:1 /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:1 /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:1
msgid "Upload to Importer"
msgstr "上传到导入器"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Upload the modified screen percentages to the model importer."
msgstr "将修改后的屏幕百分比上载到模型导入器。"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Number of LOD's in the scene instance differ from the number of LOD's in the imported model."
msgstr "场景实例中 LOD 的数量不同于导入模型中 LOD 的数量。"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Recalculate Bounds"
msgstr "重新计算边界"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Recalculate bounds to encapsulate all child renderers."
msgstr "重新计算边界以封装所有子渲染器。"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Bounds are already up-to-date."
msgstr "边界已经是最新。"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Recalculate Lightmap Scale"
msgstr "重新计算光照贴图比例"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Set the lightmap scale to match the LOD percentages."
msgstr "设置光照贴图缩放以匹配 LOD 百分比。"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Animate Between Previous LOD"
msgstr "上个 LOD 之间的动画"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Cross-fade animation plays when transits between this LOD and the previous (lower) LOD."
msgstr "在此 LOD 和之前（较低的）LOD 之间切换时会播放交叉渐变动画。"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Renderers:"
msgstr "渲染器："

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Animated cross-fading is currently disabled. Please enable \"Animate Between Next LOD\" on either the current or the previous LOD."
msgstr "当前已禁用交叉淡化动画。请在当前或先前的 LOD 上启用 \"与下一个 LOD 间创建动画\"。"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Animated cross-fading is currently disabled. \"Animate Between Next LOD\" is enabled but the next LOD is not in Animated Cross Fade mode."
msgstr "当前已禁用交叉淡化动画。\"与下一个 LOD 间创建动画\" 已启用，但是下一个 LOD 未处于交叉淡化动画模式中。"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Add New Renderers"
msgstr "添加新渲染器"

#: Editor/Mono/Inspector/LODGroupGUI.cs:1
msgid "Remove Renderer"
msgstr "移除渲染器"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Event Camera"
msgstr "事件摄像机"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "The Camera which the events are triggered through. This is used to determine clicking and hover positions if the Canvas is in World Space render mode."
msgstr "触发事件的摄像机。如果画布处于世界空间渲染模式，此设置用于确定单击或悬停位置。"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Render Camera"
msgstr "渲染摄像机"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "The Camera which will render the canvas. This is also the camera used to send events."
msgstr "渲染画布的摄像机。也是用于发送事件的摄像机。"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Sort Order"
msgstr "排序次序"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "The order in which Screen Space - Overlay canvas will render"
msgstr "屏幕空间 - 覆盖 模式下画布将渲染的顺序"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Name of the Renderer's sorting layer"
msgstr "渲染器排序层的名称"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Target Display"
msgstr "目标显示"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Display on which to render the canvas when in overlay mode"
msgstr "在覆盖模式时在哪个显示上渲染画布"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Order in Layer"
msgstr "图层顺序"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Renderer's order within a sorting layer"
msgstr "渲染器在排序层中的顺序"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Additional Shader Channels"
msgstr "附加着色器通道"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Render Mode"
msgstr "渲染模式"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Pixel Perfect"
msgstr "像素完美"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Plane Distance"
msgstr "平面距离"

#: Editor/Mono/Inspector/CanvasEditor.cs:1
msgid "Override Sorting"
msgstr "覆盖排序"

#: Editor/Mono/Inspector/JointEditor.cs:1
msgid "Change Joint Angular Limits"
msgstr "更改关节角限制"

#: Editor/Mono/Inspector/JointEditor.cs:1
msgid "Edit Angular Limits"
msgstr "编辑角度限制"

#: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1
msgid "Geometry Type"
msgstr "几何体类型"

#: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1
msgid "Generation Type"
msgstr "生成类型"

#: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1
msgid "Vertex Distance"
msgstr "顶点距离"

#: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1
msgid "Offset Distance"
msgstr "偏移距离"

#: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Edge Radius"
msgstr "边缘半径"

#: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1
msgid "Use Global Angle"
msgstr "使用全局角"

#: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1
msgid "Force Angle"
msgstr "力角度"

#: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1
msgid "Force Magnitude"
msgstr "力度"

#: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1
msgid "Force Variation"
msgstr "力变化"

#: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1
msgid "Force Target"
msgstr "力目标"

#: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1
msgid "Drag"
msgstr "阻力"

#: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1
msgid "Angular Drag"
msgstr "角阻力"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "The wind blows towards a direction or outwards within a sphere"
msgstr "风会在球体内朝一个方向吹或向外吹"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Radius"
msgstr "半径"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "The radius of the spherical area"
msgstr "球形区域的半径"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Main"
msgstr "主要"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Overall strength of the wind"
msgstr "整体风力强度"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Turbulence"
msgstr "湍流"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Randomness in strength"
msgstr "强度随机性"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Pulse Magnitude"
msgstr "脉冲幅度"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Strength of the wind pulses"
msgstr "风脉冲的强度"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Pulse Frequency"
msgstr "脉冲频率"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Frequency of the wind pulses"
msgstr "风脉冲频率"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Wind Main"
msgstr "风的主体"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Wind Turbulence"
msgstr "风的湍流"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Wind Pulse Magnitude"
msgstr "风脉冲强度"

#: Editor/Mono/Inspector/WindInspector.cs:1
msgid "Wind Pulse Frequency"
msgstr "风脉冲频率"

#: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1
msgid "Default Time"
msgstr "默认时间"

#: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1
msgid "All scripts not in the custom order are executed at the default time."
msgstr "非自定义顺序的所有脚本均会在默认时间执行。"

#: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1
msgid "Script Execution Order"
msgstr "脚本执行顺序"

#: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1
msgid "Add scripts to the custom order and drag them to reorder.\n\nScripts in the custom order can execute before or after the default time and are executed from top to bottom. All other scripts execute at the default time in the order they are loaded.\n\n(Changing the order of a script may modify the meta data for more than one script.)"
msgstr "添加脚本至自定义顺序窗口，可拖拽重新排序。\n\n自定义顺序的脚本可以从上到下在默认时间之前或之后执行。所有其他脚本按照加载顺序在默认时间执行。\n\n（更改脚本的顺序可能使多个脚本的元数据发生变化。）"

#: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1
msgid "Add script to custom order"
msgstr "添加脚本至自定义顺序"

#: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1
msgid "Remove script from custom order"
msgstr "从自定义顺序中移除脚本"

#: [MenuItem]Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1
msgid "MonoManager"
msgstr "MonoManager"

#: [MenuItem]Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1
msgid "Reset"
msgstr "重置"

#: Editor/Mono/Inspector/RigidbodyEditor.cs:1
msgid "Freeze Position"
msgstr "冻结位置"

#: Editor/Mono/Inspector/RigidbodyEditor.cs:1
msgid "Freeze Rotation"
msgstr "冻结旋转"

#: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1
msgid "Constant"
msgstr "常量"

#: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1
msgid "Random Between Two Curves"
msgstr "双曲线间随机"

#: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1
msgid "Random Between Two Constants"
msgstr "双常数间随机"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Shape"
msgstr "形狀"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The bounding shape that forces are applied inside."
msgstr "在内部施力的边界形状。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Start Range"
msgstr "起始范围"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The inner extent of the bounding shape."
msgstr "边界形状的内部范围。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "End Range"
msgstr "结束范围"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The outer extent of the bounding shape."
msgstr "边界形状的外部范围。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The length of the cylinder."
msgstr "圆柱体的长度。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The force to apply along the X axis."
msgstr "沿 X 轴施加的力。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The force to apply along the Y axis."
msgstr "沿 Y 轴施加的力。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The force to apply along the Z axis."
msgstr "沿 Z 轴施加的力。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The strength of the gravity effect."
msgstr "重力效应的强度。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Focus"
msgstr "焦点"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Choose a band within the volume that particles will be attracted towards."
msgstr "在体积内选择粒子将被吸引到的范围。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The speed at which particles are propelled around the vortex."
msgstr "粒子绕旋涡推进的速度。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Attraction"
msgstr "吸力"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Controls how strongly particles are dragged into the vortex motion."
msgstr "控制将粒子拖入旋涡运动中的强度。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Randomness"
msgstr "随机性"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Propel particles around random axes of the shape."
msgstr "推动粒子围绕形状的随机轴运动。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The strength of the drag effect."
msgstr "拖拽效应的强度。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Multiply by Size"
msgstr "乘以大小"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Adjust the drag based on the size of the particles."
msgstr "根据粒子的大小调整阻力。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Multiply by Velocity"
msgstr "乘以速度"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Adjust the drag based on the velocity of the particles."
msgstr "根据粒子的速度调整阻力。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Volume Texture"
msgstr "体积纹理"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The texture used for the vector field."
msgstr "用于矢量场的纹理。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "The speed multiplier applied to particles traveling through the vector field."
msgstr "应用于穿过矢量场的粒子的速度乘数。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Controls how strongly particles are dragged into the vector field motion."
msgstr "控制将粒子拖入矢量场运动中的强度。"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Modify {0}"
msgstr "修改 {0}"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Sphere"
msgstr "球体"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Hemisphere"
msgstr "半球"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Cylinder"
msgstr "圆柱"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Direction"
msgstr "方向"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Vector Field"
msgstr "矢量场"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Gravity Focus"
msgstr "重力焦点"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Rotation Randomness"
msgstr "旋转随机性"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Multiply Drag By Particle Size"
msgstr "将阻力乘以粒子大小"

#: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1
msgid "Multiply Drag By Particle Velocity"
msgstr "将阻力乘以粒子速度"

#: Editor/Mono/Inspector/TextureInspector.cs:1
msgid "U axis"
msgstr "U 轴"

#: Editor/Mono/Inspector/TextureInspector.cs:1
msgid "V axis"
msgstr "V 轴"

#: Editor/Mono/Inspector/TextureInspector.cs:1
msgid "W axis"
msgstr "W 轴"

#: Editor/Mono/Inspector/TextureInspector.cs:1
msgid "Repeat"
msgstr "重复"

#: Editor/Mono/Inspector/TextureInspector.cs:1
msgid "Clamp"
msgstr "钳制"

#: Editor/Mono/Inspector/TextureInspector.cs:1
msgid "Mirror Once"
msgstr "镜像一次"

#: Editor/Mono/Inspector/TextureInspector.cs:1
msgid "Per-axis"
msgstr "每轴"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Albedo"
msgstr "反射率"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Albedo (RGB) and Transparency (A)"
msgstr "反射率（RGB）和透明度（A）"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Threshold for alpha cutoff"
msgstr "alpha 分界阈值"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Specular"
msgstr "镜面"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Specular (RGB) and Smoothness (A)"
msgstr "镜面 （RGB） 和平滑度 （A）"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Metallic"
msgstr "金属的"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Metallic (R) and Smoothness (A)"
msgstr "金属度 （R） 和 光滑度 （A）"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Smoothness"
msgstr "平滑度"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Smoothness value"
msgstr "平滑度值"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Smoothness scale factor"
msgstr "平滑度缩放系数"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Smoothness texture and channel"
msgstr "平滑度纹理与通道"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Specular Highlights"
msgstr "镜面高光"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Reflections"
msgstr "反射"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Glossy Reflections"
msgstr "光泽反射"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Height Map"
msgstr "高度贴图"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Height Map (G)"
msgstr "高度贴图 (G)"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Occlusion"
msgstr "遮挡"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Occlusion (G)"
msgstr "遮挡 （G）"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Emission (RGB)"
msgstr "发射 (RGB)"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Detail Mask"
msgstr "细节遮罩"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Mask for Secondary Maps (A)"
msgstr "次级贴图遮罩 （A）"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Detail Albedo x2"
msgstr "细节反射率 x2"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Albedo (RGB) multiplied by 2"
msgstr "反射率 （RGB） 乘以 2"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "UV Set"
msgstr "UV 集"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Bump scale is not supported on mobile platforms"
msgstr "移动平台不支持凹凸缩放"

#: Editor/Mono/Inspector/StandardShaderGUI.cs:1
msgid "Fix Now"
msgstr "现在修复"

#: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:1
msgid "Min Distance"
msgstr "最小距离"

#: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Reverb Preset"
msgstr "混响预设"

#: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Rotational Offset"
msgstr "旋转偏移"

#: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Use One Way"
msgstr "使用单向"

#: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Use One Way Grouping"
msgstr "使用单向群组"

#: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Surface Arc"
msgstr "表面弧度"

#: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Use Side Friction"
msgstr "使用侧向摩擦力"

#: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Use Side Bounce"
msgstr "使用侧反弹"

#: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Side Arc"
msgstr "边缘弧度"

#: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1
msgid "Speed Variation"
msgstr "速度变化"

#: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1
msgid "Force Scale"
msgstr "力比例"

#: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1
msgid "Use Contact Force"
msgstr "使用恒力"

#: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1
msgid "Use Friction"
msgstr "使用摩擦力"

#: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1
msgid "Use Bounce"
msgstr "使用反弹"

#: Editor/Mono/Inspector/HingeJoint2DEditor.cs:1
msgid "Edit joint angular limits."
msgstr "编辑关节角度限制。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "The assembly name is used to generate a <name>.dll file on you disk."
msgstr "程序集名称用于在磁盘上生成 <名称>.dll 文件。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Root Namespace"
msgstr "根命名空间"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
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:1
msgid "Define Constraints"
msgstr "定义约束"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Specify a constraint in the assembly definition. The assembly definition only builds if this constraint returns True."
msgstr "指定程序集定义中的约束。仅当此约束返回 True 时，才会生成程序集定义。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Version Defines"
msgstr "版本定义"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Specify which versions of a packages and modules to include in compilations."
msgstr "指定要在编译中包含的包和模块的版本。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Assembly Definition References"
msgstr "程序集定义引用"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "The list of assembly files that this assembly definition should reference."
msgstr "此程序集定义应引用的程序集文件列表。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Assembly References"
msgstr "程序集引用"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "The list of Precompiled assemblies that this assembly definition should reference."
msgstr "此程序集定义应引用的预编译程序集列表。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Allow 'unsafe' Code"
msgstr "允许‘不安全’代码"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "When enabled, the C# compiler for this assembly includes types or members that have the `unsafe` keyword."
msgstr "启用后，此程序集的 C# 编译器包含具有 `unsafe` 关键字的类型或成员。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Override References"
msgstr "覆盖引用"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "When enabled, you can select which specific precompiled assemblies to refer to via a drop-down list that appears. When not enabled, this assembly definition refers to all auto-referenced precompiled assemblies."
msgstr "启用后，您可以通过显示的下拉列表选择要引用的特定预编译程序集。未启用时，此程序集定义将引用所有自动引用的预编译程序集。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Auto Referenced"
msgstr "自动引用"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "When enabled, this assembly definition is automatically referenced in predefined assemblies."
msgstr "启用后，在预定义的程序集内将自动引用此程序集定义。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Use GUIDs"
msgstr "使用 GUID"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Use GUIDs instead of assembly names for Assembly Definition References. Allows referenced assemblies to be renamed without having to update references."
msgstr "对于“程序集定义引用”，请使用 GUID 而不是程序集名称。允许重命名引用的程序集，而无需更新引用。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Select which platforms include or exclude in the build that this assembly definition file is for."
msgstr "选择此程序集定义文件所针对的生成中包含或排除的平台。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Expression outcome"
msgstr "表达结果"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Shows the mathematical equation that your Expression represents."
msgstr "显示表达式所表示的数学方程式。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "No Engine References"
msgstr "无引擎引用"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
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:1
msgid "Define constraints are compatible."
msgstr "定义约束兼容。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
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:1
msgid "Define constraint is compatible."
msgstr "定义约束兼容。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Define constraint is incompatible."
msgstr "定义约束不兼容。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Define constraint is invalid."
msgstr "定义约束无效。"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "(Missing)"
msgstr "（缺失）"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "(Multiple Values)"
msgstr "（多个值）"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "(Missing Reference)"
msgstr "（引用缺失）"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 Editor-Extra:class Section at PreferencesWindow.cs
msgid "General"
msgstr "常规"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Any Platform"
msgstr "任何平台"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Include Platforms"
msgstr "包括平台"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Exclude Platforms"
msgstr "排除平台"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Select all"
msgstr "全选"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Deselect all"
msgstr "取消选择全部"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Load error"
msgstr "加载错误"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "No possible references"
msgstr "无可能的引用"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Use GUI Ds"
msgstr "使用 GUID"

#: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "Compatible With Any Platform"
msgstr "与任何平台兼容"

#: [MenuItem]Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1
msgid "AssemblyDefinitionImporter"
msgstr "AssemblyDefinitionImporter"

#: Editor/Mono/Inspector/CubemapInspector.cs:1
msgid "Don't load image data immediately but wait till image data is requested from script."
msgstr "不要立即加载图像数据，而要等到脚本请求图像数据。"

#: Editor/Mono/Inspector/ShaderVariantCollectionInspector.cs:1
msgid "Add variant"
msgstr "添加变体"

#: Editor/Mono/Inspector/ShaderVariantCollectionInspector.cs:1
msgid "Remove entry"
msgstr "移除条目"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Global Illumination"
msgstr "全局光照"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Controls if the emission is baked or realtime.\n\nBaked only has effect in scenes where baked global illumination is enabled.\n\nRealtime uses realtime global illumination if enabled in the scene. Otherwise the emission won't light up other objects."
msgstr "控制自发光是烘焙还是实时。\n\n烘焙仅在启用烘焙全局照明的场景中有效。\n\n如果在场景中启用，则实时使用的是实时全局照明。否则自发光射不会照亮其他对象。"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Geometry"
msgstr "几何体"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Queue 2000"
msgstr "队列 2000"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "AlphaTest"
msgstr "AlphaTest"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Queue 2450"
msgstr "队列 2450"

#: Editor/Mono/Inspector/MaterialEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Transparent"
msgstr "透明的"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Queue 3000"
msgstr "队列 3000"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Double Sided Global Illumination"
msgstr "双面全局照明"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "When enabled, the lightmapper accounts for both sides of the geometry when calculating Global Illumination. Backfaces are not rendered or added to lightmaps, but get treated as valid when seen from other objects. When using the Progressive Lightmapper backfaces bounce light using the same emission and albedo as frontfaces."
msgstr "启用后，光照贴图器会在计算“全局照明”时考虑几何体的两侧。背景不会渲染或添加到光照贴图中，但从其他对象看时会被视为有效。当使用“渐进式光照贴图器”时，背面时会使用与前面相同的发射和反照率反射光。"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Baked"
msgstr "已烘焙"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "MaterialPropertyBlock is used to modify these values"
msgstr "MaterialPropertyBlock 用于修改这些值"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Render Queue"
msgstr "渲染器队列"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "From Shader"
msgstr "从着色器"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Enable GPU Instancing"
msgstr "启用 GPU 实例化"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Emission"
msgstr "发射"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "Tiling"
msgstr "正在平铺"

#: Editor/Mono/Inspector/MaterialEditor.cs:1
msgid "This texture is not marked as a normal map"
msgstr "此纹理未标记为法线贴图"

#: Editor/Mono/Inspector/SphereColliderEditor.cs:1
msgid "Edit Collider"
msgstr "编辑碰撞器"

#: Editor/Mono/Inspector/SphereColliderEditor.cs:1
msgid "Is Trigger"
msgstr "是触发器"

#: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1
msgid "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:1
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:1
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:1
msgid "Carve"
msgstr "切割"

#: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1
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:1
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:1
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:1
msgid "Move Threshold"
msgstr "移动阈值"

#: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1
msgid "Time To Stationary"
msgstr "静止时间"

#: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1
msgid "Carve Only Stationary"
msgstr "仅在静止时切割"

#: Editor/Mono/Inspector/PolygonCollider2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Points"
msgstr "点"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Edit Constraints"
msgstr "编辑约束"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Edit Collision Particles"
msgstr "编辑碰撞器粒子"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Visualization Color"
msgstr "可视化颜色"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Brush Color"
msgstr "画笔颜色"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Cloth Self-Collision and Inter-Collision"
msgstr "布料自相碰撞与相互碰撞"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Paint Collision Particles"
msgstr "绘制碰撞粒子"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Select Collision Particles"
msgstr "选择碰撞粒子"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Brush Radius"
msgstr "画笔半径"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Constraint Size"
msgstr "约束大小"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Gradient Start"
msgstr "渐变开始"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Gradient End"
msgstr "渐变结束"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Surface Penetration"
msgstr "表面渗透"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Paint or Select Particles"
msgstr "绘制或选择粒子"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Back Face Manipulation"
msgstr "背面操纵"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Manipulate Backfaces"
msgstr "操控背面"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Self-Collision"
msgstr "自碰撞"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Self-Collision and Inter-Collision"
msgstr "自碰撞与相互碰撞"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Select"
msgstr "选择"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Paint"
msgstr "绘制"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Gradient Tool"
msgstr "渐变工具"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Fixed"
msgstr "已修复"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Erase"
msgstr "清除"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Inter-Collision"
msgstr "相互碰撞"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Self-Collision Distance"
msgstr "自碰撞距离"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Self-Collision Stiffness"
msgstr "自碰撞刚度"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Edit cloth constraints"
msgstr "编辑布料约束"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Edit cloth self/inter-collision"
msgstr "编辑布料自身/相互碰撞"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Select cloth particles for use in self/inter-collision"
msgstr "选择用于自碰撞/相互碰撞的布料颗粒"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Paint cloth particles for use in self/inter-collision"
msgstr "绘制布料粒子，用于自碰撞/相互碰撞"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Select cloth particles."
msgstr "选择布料颗粒。"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Paint cloth particles."
msgstr "绘制布料粒子。"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Erase cloth particles."
msgstr "清除布料粒子。"

#: Editor/Mono/Inspector/ClothInspector.cs:1
msgid "Cloth Constraints"
msgstr "布料约束"

#: Editor/Mono/Inspector/ClothInspector.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Change this vertex coefficient value by painting in the scene view."
msgstr "通过在场景视图中进行绘制改变此顶点系数。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Start frame of the clip."
msgstr "剪辑的起始帧。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "End"
msgstr "结束"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "End frame of the clip."
msgstr "剪辑的结束帧。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Additive Reference Pose"
msgstr "叠加型参考动作"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Enable to define the additive reference pose frame."
msgstr "启用此选项，定义附加参考动作帧。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Pose Frame"
msgstr "动作帧"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Pose Frame."
msgstr "动作帧。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Loop Time"
msgstr "循环时间"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Enable to make the animation play through and then restart when the end is reached."
msgstr "启用此项可使动画在播放结束后重新开始播放。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Loop Pose"
msgstr "循环动作"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Enable to make the animation loop seamlessly."
msgstr "启用此选项，使动画无缝循环。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Offset to the cycle of a looping animation, if we want to start it at a different time."
msgstr "如果我们想在不同的时间启动循环动画，则偏移其循环。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Bake Into Pose"
msgstr "烘焙成的动作"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion."
msgstr "启用此选项，使根旋转被烘焙到骨骼的运动中。禁用此选项后，根旋转将存储为根运动。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Offset to the root rotation (in degrees)."
msgstr "偏移到根旋转（以度为单位）。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Based Upon"
msgstr "依据"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "What the root rotation is based upon."
msgstr "根旋转的基础是什么。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Based Upon (at Start)"
msgstr "依据（开始时）"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Original"
msgstr "原始"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Keeps the rotation as it is authored in the source file."
msgstr "保持源文件中相同的旋转位置。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Body Orientation"
msgstr "身体方向"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Keeps the upper body pointing forward."
msgstr "保持上身向前。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Root Node Rotation"
msgstr "根节点旋转"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion."
msgstr "启用此选项，使垂直根运动被烘焙到骨骼的运动中。禁用此选项后，垂直根运动将存储为根运动。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Offset to the vertical root position."
msgstr "偏移到垂直根位置。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "What the vertical root position is based upon."
msgstr "垂直根位置的基础是什么。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Keeps the vertical position as it is authored in the source file."
msgstr "保持源文件中相同的垂直位置。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Center of Mass"
msgstr "质心"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Keeps the center of mass aligned with root transform position."
msgstr "保持质量中心和根变换位置对齐。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Feet"
msgstr "英尺"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Keeps the feet aligned with the root transform position."
msgstr "保持脚和根变换位置对齐。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion."
msgstr "启用此选项，使水平根运动被烘焙到骨骼的运动中。禁用此选项后，水平根运动将存储为根运动。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "What the horizontal root position is based upon."
msgstr "水平根位置的基础是什么。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Keeps the horizontal position as it is authored in the source file."
msgstr "保持源文件中相同的水平位置。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Mirror left and right in this clip."
msgstr "在此剪辑中左右镜像。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Curves"
msgstr "曲线"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Parameter-related curves."
msgstr "参数相关曲线。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Average Velocity: {0}\nAverage Angular Y Speed: {1} deg/s"
msgstr "平均速度：{0}\n平均 Y 角速度：{1} 度/秒"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Root Transform Rotation"
msgstr "根变换旋转"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Root Transform Position (Y)"
msgstr "根变换位置（Y）"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Root Transform Position (XZ)"
msgstr "根变换位置（XZ）"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Root Node Position"
msgstr "根节点位置"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Add Loop Frame"
msgstr "添加循环帧"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Events"
msgstr "事件"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "loop match"
msgstr "循环匹配"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Add Animation Event"
msgstr "添加动画事件"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Delete Animation Events"
msgstr "删除动画事件"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Delete Animation Event"
msgstr "删除动画事件"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Copy Animation Events"
msgstr "复制动画事件"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1
msgid "Paste Animation Events"
msgstr "粘贴动画事件"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Add Event."
msgstr "添加事件。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Go to previous key frame."
msgstr "转到上一个关键帧。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Go to next key frame."
msgstr "转到下一个关键帧。"

#: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Add Keyframe."
msgstr "添加关键帧。"

#: Editor/Mono/Inspector/InspectorWindow.cs:1
msgid "Inspector"
msgstr "检查器"

#: Editor/Mono/Inspector/InspectorWindow.cs:1
msgid "Debug"
msgstr "调试"

#: Editor/Mono/Inspector/InspectorWindow.cs:1
msgid "Debug-Internal"
msgstr "调试-内部"

#: Editor/Mono/Inspector/InspectorWindow.cs:1
msgid "Use UI Toolkit Default Inspector"
msgstr "使用 UI 工具包默认检查器"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Global Volume"
msgstr "全局音量"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Initial volume multiplier (AudioListener.volume)"
msgstr "初始音量乘数(AudioListener.volume)"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Volume Rolloff Scale"
msgstr "音量衰减因子"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Global volume rolloff multiplier (applies only to logarithmic volume curves)."
msgstr "全局音量衰减乘数（仅适用于对数音量曲线）。"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Doppler Factor"
msgstr "多普勒因子"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Global Doppler speed multiplier for sounds in motion."
msgstr "运动中的声音的全局多普勒速度乘数。"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Default Speaker Mode"
msgstr "默认扬声器模式"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Speaker mode at start of the game. This may be changed at runtime using the AudioSettings.Reset function."
msgstr "游戏开始时的扬声器模式。该模式可以在运行时使用 AudioSettings.Reset 函数进行更改。"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "System Sample Rate"
msgstr "系统采样率"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Sample rate at which the output device of the audio system runs. Individual sounds may run at different sample rates and will be slowed down/sped up accordingly to match the output rate."
msgstr "音频系统的输出设备运行的采样率。单个声音可以以不同的采样率运行，并且相应地减慢/加速以匹配输出速率。"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "DSP Buffer Size"
msgstr "DSP 缓冲大小"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Length of mixing buffer. This determines the output latency of the game."
msgstr "混合缓冲区的长度。它决定了游戏的输出延迟。"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Max Virtual Voices"
msgstr "最多虚拟声音数量"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Maximum number of sounds managed by the system. Even though at most RealVoiceCount of the loudest sounds will be physically playing, the remaining sounds will still be updating their play position."
msgstr "系统管理的最大声音数量。即使有最多 RealVoiceCount 的最大声音在物理上播放，剩下的声音仍将更新其播放位置。"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Max Real Voices"
msgstr "最多真实声音数量"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Maximum number of actual simultaneously playing sounds."
msgstr "实际同时播放的最大声音数量。"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Spatializer Plugin"
msgstr "空间化插件"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Native audio plugin performing spatialized filtering of 3D sources."
msgstr "对 3D 声源进行空间化过滤的本地音频插件。"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Ambisonic Decoder Plugin"
msgstr "全景声解码器插件"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Native audio plugin performing ambisonic-to-binaural filtering of sources."
msgstr "对声源进行全景声到双声道过滤的本地音频插件。"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Disable Unity Audio"
msgstr "禁用 Unity 音频"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Prevent allocating the output device in the runtime. Use this if you want to use other sound systems than the built-in one."
msgstr "防止在运行时分配输出设备。如果您想使用除内置声音系统之外的其他声音系统，请使用此选项。"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Virtualize Effects"
msgstr "虚拟化效果"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "When enabled, dynamically turn off effects and spatializers on AudioSources that are culled in order to save CPU."
msgstr "启用后，会动态关闭 AudioSources 上已剔除的效果和空间化器，以便节省 CPU。"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "The requested buffer size ({0}) has been overridden to {1} by the operating system"
msgstr "请求的缓冲区大小 ({0}) 已被操作系统覆盖为 {1}"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Volume"
msgstr "音量"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Rolloff Scale"
msgstr "衰减比例"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Sample Rate"
msgstr "采样率"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Requested DSP Buffer Size"
msgstr "请求的 DSP 缓冲区大小"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Virtual Voice Count"
msgstr "虚拟语音数"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Real Voice Count"
msgstr "真实声音数量"

#: Editor/Mono/Inspector/AudioManagerInspector.cs:1
msgid "Disable Audio"
msgstr "禁用音频"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "The built-in package '{0}', which implements this component type, has been disabled in Package Manager. This object will be removed in play mode and from any builds you make."
msgstr "已在包管理器中禁用实现此组件类型的内置包 '{0}'。此对象将在播放模式中以及您创建的任何版本中删除。"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "The built-in package '{0}', which is required by the package '{1}', which implements this component type, has been disabled in Package Manager. This object will be removed in play mode and from any builds you make."
msgstr "已在包管理器中禁用实现此组件类型的内置包 '{0}'，这是包 '{1}' 所需的包。此对象将在播放模式中以及您创建的任何版本中删除。"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Preview"
msgstr "预览"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Asset Labels"
msgstr "资源标签"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Add Component"
msgstr "添加组件"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "VCS ({0}) is not connected"
msgstr "未连接 VCS ({0})"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Work Offline option is active"
msgstr "已激活“离线工作”选项"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Check Out Meta"
msgstr "签出元数据"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Lock"
msgstr "锁定"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Unlock"
msgstr "解锁"

#: Editor/Mono/Inspector/PropertyEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Submit"
msgstr "提交"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Revert"
msgstr "恢复"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Revert Unchanged"
msgstr "恢复为未更改"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Expand All Components"
msgstr "展开所有组件"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Collapse All Components"
msgstr "折叠所有组件"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Ping"
msgstr "Ping"

#: Editor/Mono/Inspector/PropertyEditor.cs:1
msgid "Under Version Control\nCheck out this asset in order to make changes."
msgstr "在版本控制下\n签出此资源后再做更改。"

#: Editor/Mono/Inspector/MeshRendererEditor.cs:1
msgid "This renderer has more materials than the Mesh has submeshes. Multiple materials will be applied to the same submesh, which costs performance. Consider using multiple shader passes."
msgstr "此渲染器的材质多于网格的子网格。多个材质将应用于同一子网格，这会降低性能。考虑使用多个着色器通道。"

#: Editor/Mono/Inspector/MeshRendererEditor.cs:1
msgid "This Renderer 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/PhysicsManagerInspector.cs:1
msgid "Cloth Inter-Collision"
msgstr "布料相互碰撞"

#: Editor/Mono/Inspector/PhysicsManagerInspector.cs:1
msgid "Stiffness"
msgstr "硬度"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "Initial Time"
msgstr "初始时间"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "The time at which the Playable will begin playing"
msgstr "Playable 将开始播放的时间"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "Current Time"
msgstr "当前时间"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "The current Playable time"
msgstr "当前 Playable 时间"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "Play On Awake"
msgstr "唤醒时播放"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "Whether the Playable should be playing after it loads"
msgstr "Playable 是否应该在加载后播放"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "Update Method"
msgstr "更新方法"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "Controls how the Playable updates every frame"
msgstr "控制“可播放”内容如何更新每一帧"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "Controls the behaviour of evaluating the Playable outside its duration"
msgstr "控制在其持续时间之外评估“可播放”内容的行为"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "Playable"
msgstr "可播放"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "This channel will not playback because it is not currently assigned"
msgstr "此频道不会播放，因为当前尚未分配"

#: Editor/Mono/Inspector/DirectorEditor.cs:1
msgid "Bindings"
msgstr "绑定"

#: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1
msgid "Show Wireframe"
msgstr "显示线框"

#: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1
msgid "Show the tetrahedron wireframe visualizing the blending between probes."
msgstr "显示可视化探测器之间混合的四面体线框。"

#: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1
msgid "Selected Probe Position"
msgstr "选择的探测器位置"

#: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1
msgid "The local position of this probe relative to the parent group."
msgstr "探测器相对于父级组的局部位置。"

#: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1
msgid "Remove Ringing"
msgstr "移除振铃"

#: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1
msgid "When enabled, removes visible overshooting often observed as ringing on objects affected by intense lighting at the expense of reduced contrast."
msgstr "启用后，可以消除可见的过冲（通常视为受到强烈光照影响但会降低对比度的对象上的振铃）。"

#: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1
msgid "Add Probe"
msgstr "添加探测器"

#: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1
msgid "Delete Selected"
msgstr "删除选定"

#: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1
msgid "Select All"
msgstr "全选"

#: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1
msgid "Duplicate Selected"
msgstr "复制选定项"

#: Editor/Mono/Inspector/TimeManagerInspector.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Fixed Timestep"
msgstr "固定时间步进"

#: Editor/Mono/Inspector/TimeManagerInspector.cs:1
msgid "A framerate-independent interval that dictates when physics calculations and FixedUpdate() events are performed."
msgstr "指示何时执行物理计算和 FixedUpdate() 事件的不依赖于帧速率的时间间隔。"

#: Editor/Mono/Inspector/TimeManagerInspector.cs:1
msgid "A framerate-independent interval that caps the worst-case scenario when framerate is low. Physics calculations and FixedUpdate() events will not be performed for longer time than specified."
msgstr "帧率较低时用于限制最坏情形的时间间隔（独立于帧率）。执行物理计算和 FixedUpdate() 事件的时间长度将不会超过指定值。"

#: Editor/Mono/Inspector/TimeManagerInspector.cs:1
msgid "The speed at which time progresses. Change this value to simulate bullet-time effects. A value of 1 means real-time. A value of .5 means half speed; a value of 2 is double speed."
msgstr "时间进展的速度。更改此值以模拟子弹时间效果。值为 1 表示实时。值为 .5 表示半速；值为 2 是双倍速度。"

#: Editor/Mono/Inspector/TimeManagerInspector.cs:1
msgid "The maximum time that should be allowed to process particles for a frame."
msgstr "应该允许处理帧的粒子的最长时间。"

#: Editor/Mono/Inspector/TimeManagerInspector.cs:1
msgid "Fixed Timestep Property"
msgstr "固定时间戳属性"

#: Editor/Mono/Inspector/TimeManagerInspector.cs:1
msgid "Max Allowed Timestep Property"
msgstr "最大允许的时间步长属性"

#: Editor/Mono/Inspector/TimeManagerInspector.cs:1
msgid "Time Scale Property"
msgstr "时间尺度属性"

#: Editor/Mono/Inspector/TimeManagerInspector.cs:1
msgid "Max Particle Timestep Property"
msgstr "最大粒子时间步长属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Allow quality setting on platform"
msgstr "在平台上允许质量设置"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Texture Streaming"
msgstr "纹理流"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Enable to use texture mipmap streaming."
msgstr "启用此选项，使用纹理 mipmap 流。"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Memory Budget"
msgstr "内存预算"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Texture Streaming Budget in MB."
msgstr "以 MB 为单位的纹理流预算。"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Renderers Per Frame"
msgstr "每帧渲染器"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Number of renderers to process each frame. A lower number will decrease the CPU load at the cost of delaying the mipmap loading."
msgstr "处理每个帧的渲染器数量。较少的渲染器数量可以降低 CPU 负载，但代价是延迟 mipmap 加载。"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Add All Cameras"
msgstr "添加所有摄像机"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Adds all cameras to texture streaming system even if it lacks a StreamingController component. If a camera has the StreamingController component, that will control whether it is processed or not."
msgstr "即使没有 StreamingController 组件，也将所有摄像机添加到纹理流系统。如果摄像机具有 StreamingController 组件，它将控制是否处理该组件。"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Max Level Reduction"
msgstr "最大水平降低"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "This is the maximum number of mipmap levels a texture should drop."
msgstr "这是纹理应该删除的 mipmap 的最大等级。"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Max IO Requests"
msgstr "最大 IO 请求"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Maximum number of texture file IO calls active from the texture streaming system at any time."
msgstr "任何时候从纹理流式处理系统中激活的最大纹理文件 IO 调用数。"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Make billboards face towards camera position. Otherwise they face towards camera plane. This makes billboards look nicer when camera rotates but is more expensive to render."
msgstr "使 billboard 面对摄像机位置。否则它们会面向摄像机平面。这样会使 billboard 在摄像机转动时更加美观，但是渲染成本较高。"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Add Quality Level"
msgstr "添加质量级别"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Soft Particles require using Deferred Lighting or making camera render the depth texture."
msgstr "软粒子需要使用延迟光照或使相机渲染深度纹理。"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "VSync Count"
msgstr "VSync 计数"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "LOD Bias"
msgstr "LOD 偏离"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Where maximum possible texture mip resolution for a platform is less than full, package size can be reduced by enabling Texture MipMap Stripping in Player Settings."
msgstr "在平台的最大可能纹理贴图分辨率小于完整分辨率的情况下，可以通过在“播放器设置”中启用“纹理 MipMap 剥离”来减小包的大小。"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Delete Level"
msgstr "删除级别"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Name Property"
msgstr "名称属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Pixel Light Count Property"
msgstr "像素光源数量属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Texture Quality Property"
msgstr "纹理质量属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Anisotropic Textures Property"
msgstr "各向异性纹理属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Anti Aliasing Property"
msgstr "抗锯齿属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Soft Particles Property"
msgstr "软粒子属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Resolution Scaling Fixed DPI Factor Property"
msgstr "分辨率缩放固定 DPI 因子属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Streaming Mipmaps Active Property"
msgstr "流式 Mipmaps 活动属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Streaming Mipmaps Budget Property"
msgstr "流式 Mipmaps 预算属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Streaming Mipmaps Renderers Per Frame Property"
msgstr "流式 Mipmaps 渲染器每帧属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Streaming Mipmaps Max Level Reduction Property"
msgstr "流式 Mipmaps 最大级别降低属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Streaming Mipmaps Max File IO Requests Property"
msgstr "流式 Mipmaps 最大文件 IO 请求属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Shadow Mask Usage Property"
msgstr "阴影遮罩使用属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Shadows Property"
msgstr "阴影属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Shadow Resolution Property"
msgstr "阴影分辨率属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Shadow Projection Property"
msgstr "阴影投影属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Shadow Distance Property"
msgstr "阴影距离属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Shadow Near Plane Offset Property"
msgstr "阴影近平面偏移属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Shadow Cascades Property"
msgstr "阴影级联属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Skin Weights Property"
msgstr "蒙皮权重属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "V Sync Count Property"
msgstr "V 同步数属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Lod Bias Property"
msgstr "Lod 偏离属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Maximum LOD Level Property"
msgstr "最大 LOD 级别属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Particle Raycast Budget Property"
msgstr "粒子光线投射预算属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Async Upload Time Slice Property"
msgstr "异步上传时间切片属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Async Upload Buffer Size Property"
msgstr "异步上传缓冲大小属性"

#: Editor/Mono/Inspector/QualitySettingsEditor.cs:1
msgid "Async Upload Persistent Buffer Property"
msgstr "异步上传持久缓冲属性"

#: Editor/Mono/Inspector/HingeJointEditor.cs:1
msgid "Min and max limits must be within the range [-180, 180]."
msgstr "最小和最大限制必须在[-180，180]范围内。"

#: Editor/Mono/Inspector/CubemapArrayInspector.cs:1
msgid "Slice"
msgstr "切片"

#: Editor/Mono/Inspector/CubemapArrayInspector.cs:1
msgid "Displayed array slice"
msgstr "显示的数组切片"

#: Editor/Mono/Inspector/GenericInspector.cs:1
msgid "The associated script can not be loaded.\nPlease fix any compile errors\nand assign a valid script."
msgstr "无法加载关联的脚本。\n请修复编译错误\n并分配有效的脚本。"

#: Editor/Mono/Inspector/GenericInspector.cs:1
msgid "Script Property"
msgstr "脚本属性"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Flip"
msgstr "翻转"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Sprite flipping"
msgstr "Sprite 翻转"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Sprite horizontal flipping"
msgstr "Sprite 水平翻转"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Sprite vertical flipping"
msgstr "Sprite 垂直翻转"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Tile Mode"
msgstr "平铺模式"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Specify the 9-slice tiling behaviour"
msgstr "指定 9 切片平铺行为"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Stretch Value"
msgstr "伸展值"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "This value defines how much the center portion will stretch before it tiles."
msgstr "此值定义了中心部分在平铺之前拉伸多少。"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Draw Mode"
msgstr "绘制模式"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Specify the draw mode for the sprite"
msgstr "指定 sprite 的绘制模式"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "The width dimension value for the sprite"
msgstr "sprite 的宽度尺寸值"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "The height dimension value for the sprite"
msgstr "sprite 的高度值"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "The rendering dimension for the sprite"
msgstr "sprite 的渲染维度"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Material to be used by SpriteRenderer"
msgstr "SpriteRenderer 使用的材质"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "The Sprite to render"
msgstr "要渲染的 Sprite"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Rendering color for the Sprite graphic"
msgstr "Sprite 图形的渲染颜色"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Mask Interaction"
msgstr "遮罩交互"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "SpriteRenderer's interaction with a Sprite Mask"
msgstr "SpriteRenderer 与“Sprite 遮罩”的交互"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Sprite Sort Point"
msgstr "Sprite 排序点"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Determines which position of the Sprite which is used for sorting"
msgstr "确定用于排序的 Sprite 的位置"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Sprite Tiling might not appear correctly because the Sprite used is not generated with Full Rect or Sprite Mode is set to Polygon mode. To fix this, change the Mesh Type in the Sprite's import setting to Full Rect and Sprite Mode is either Single or Multiple"
msgstr "“Sprite Tiling”可能无法正确显示，因为使用的“Sprite”不是用“Full Rect”生成的，或者“Sprite 模式”被设置成了“多边形模式”。要解决此问题，请将“Sprite ”导入设置中的“网格类型”更改为“Full Rect”，并将“Sprite 模式”更改为“Single”或“Multiple”"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Sprite Tiling might not appear correctly because some of the Sprites used are not generated with Full Rect. To fix this, change the Mesh Type in the Sprite's import setting to Full Rect"
msgstr "“Sprite Tiling”可能无法正确显示，因为使用的某些“Sprite”不是用“Full Rect”生成的。要解决此问题，请将“Sprite ”导入设置中的“网格类型”更改为“Full Rect”"

#: Editor/Mono/Inspector/SpriteRendererEditor.cs:1
msgid "Sprite Tile Mode"
msgstr "Sprite Tile 模式"

#: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1
msgid "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:1
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:1
msgid "Cost Override"
msgstr "成本覆盖"

#: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1
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:1
msgid "Bidirectional"
msgstr "双向"

#: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1
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:1
msgid "Activated"
msgstr "已激活"

#: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1
msgid "Makes the link available for pathfinding."
msgstr "使链接可用于寻路。"

#: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1
msgid "Auto Update Positions"
msgstr "自动更新位置"

#: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1
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:1
msgid "Navigation Area"
msgstr "导航区域"

#: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1
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:1
msgid "Bi Directional"
msgstr "双向"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Automatically generates lighting data in the Scene when any changes are made to the lighting systems."
msgstr "照明系统进行任何更改时，在“场景”中自动生成照明数据。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Baked Global Illumination"
msgstr "烘焙全局照明"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls whether Mixed and Baked lights will use baked Global Illumination. If enabled, Mixed lights are baked using the specified Lighting Mode and Baked lights will be completely baked and not adjustable at runtime."
msgstr "控制“混合”和“烘焙”光照是否使用烘焙“全局”照明。如果启用，“混合”光照将使用指定的“照明模式”进行烘焙，“烘焙”光照将完全烘焙，且在运行时无法调整。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Multiplier for indirect lighting. Use with care."
msgstr "反弹比例|间接光乘数。请谨慎使用。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Update Threshold"
msgstr "更新阈值"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Threshold for updating realtime GI. A lower value causes more frequent updates (default 1.0)."
msgstr "更新实时 GI 的阈值。较低的值会导致更频繁的更新（默认值为 1.0）。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the amount of light bounced between surfaces by intensifying the albedo of materials in the scene. Increasing this draws the albedo value towards white for indirect light computation. The default value is physically accurate."
msgstr "通过增强场景中材料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:1
msgid "Indirect Intensity"
msgstr "间接密度"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the brightness of indirect light stored in realtime and baked lightmaps. A value above 1.0 will increase the intensity of indirect light while a value less than 1.0 will reduce indirect light intensity."
msgstr "控制存储在实时和烘焙光照贴图中的间接光的亮度。大于 1.0 的值将增加间接光的强度，而小于 1.0 的值将减小间接光强度。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Directional Mode"
msgstr "定向模式"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls whether baked and realtime lightmaps will store directional lighting information from the lighting environment. Options are Directional and Non-Directional."
msgstr "控制烘焙和实时光照贴图是否存储来自照明环境的定向光照信息。选项有“定向”和“非定向”。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Allows the adjustment of advanced parameters that affect the process of generating a lightmap for an object using global illumination."
msgstr "允许调整影响生成使用全局照明对象的光照贴图的过程的高级参数。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Realtime Lighting"
msgstr "实时光照"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Precompute Realtime indirect lighting for realtime lights and static objects. In this mode realtime lights, ambient lighting, materials of static objects (including emission) will generate indirect lighting at runtime. Only static objects are blocking and bouncing light, dynamic objects receive indirect lighting via light probes."
msgstr "预计算实时灯光和静态物体的“实时”间接照明。在此模式下，实时灯光、环境光线和静态物体的材料（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:1
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:1
msgid "Mixed Lighting"
msgstr "混合照明"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Bake Global Illumination for mixed lights and static objects. May bake both direct and/or indirect lighting based on settings. Only static objects are blocking and bouncing light, dynamic objects receive baked lighting via light probes."
msgstr "混合照明和静态物体的“烘焙全局照明”。可以根据设置烘焙直接和/或间接照明。只有静态物体才会阻挡并反射光照，动态物体会通过光照探测器接收烘焙照明。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Lightmapping Settings"
msgstr "光照贴图设置"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Settings that apply to both Global Illumination modes (Precomputed Realtime and Baked)."
msgstr "适用于两种“全局照明”模式（“预计算实时”和“烘焙”）的设置。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Internal Settings"
msgstr "内部设置"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Internal only settings. "
msgstr "仅供内部使用的设置。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
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:1
msgid "Force continuous updates of runtime indirect lighting calculations."
msgstr "强制连续更新运行时间接照明计算。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
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:1
msgid "Destination"
msgstr "目标"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Destination for the training data, for example 'mysetup/30samples'. Will still be located at the first level in the project folder. "
msgstr "训练数据的目标，例如 'mysetup/30samples'。仍将位于项目文件夹的第一级。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Sets the resolution in texels that are used per unit for objects being lit by indirect lighting. The larger the value, the more significant the impact will be on the time it takes to bake the lighting."
msgstr "设置间接照明点亮对象每单位使用的纹素的分辨率。值越大，对烘烤照明所花费时间的影响就越大。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Sets the resolution in texels that are used per unit for objects being lit by baked global illumination. Larger values will result in increased time to calculate the baked lighting."
msgstr "设置烘焙全局照明点亮的对象每单位使用的纹素的分辨率。较大的值会增加计算烘焙照明所用的时间。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Lightmap Padding"
msgstr "光照贴图填充"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Sets the separation in texels between shapes in the baked lightmap."
msgstr "设置烘焙光照贴图中形状之间的纹理分隔。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Max Lightmap Size"
msgstr "最大光照贴图大小"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
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:1
msgid "Controls whether the baked lightmap is compressed or not. When enabled, baked lightmaps are compressed to reduce required storage space but some artifacting may be present due to compression."
msgstr "控制是否压缩烘焙光照贴图。启用后，将压缩烘焙光照贴图以减少所需的存储空间，但压缩可能会导致出现一些伪影。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies whether to include ambient occlusion or not in the baked lightmap result. Enabling this results in simulating the soft shadows that occur in cracks and crevices of objects when light is reflected onto them."
msgstr "指定是否在烘焙的光照贴图结果中包含环境光遮挡。启用此功能可以模拟光线反射到物体时，裂缝和裂缝中出现的柔和阴影。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Indirect Contribution"
msgstr "间接贡献"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Adjusts the contrast of ambient occlusion applied to indirect lighting. The larger the value, the more contrast is applied to the ambient occlusion for indirect lighting."
msgstr "调整应用于间接照明的环境光遮蔽的对比度。值越大，对于间接照明的环境遮挡应用的对比度越大。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Direct Contribution"
msgstr "直接贡献"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Adjusts the contrast of ambient occlusion applied to the direct lighting. The larger the value is, the more contrast is applied to the ambient occlusion for direct lighting. This effect is not physically accurate."
msgstr "调整应用于直接照明的环境光遮蔽的对比度。值越大，对于直接照明的环境遮挡应用的对比度越大。这种效果不是精确的物理效果。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls how far rays are cast in order to determine if an object is occluded or not. A larger value produces longer rays and contributes more shadows to the lightmap, while a smaller value produces shorter rays that contribute shadows only when objects are very close to one another. A value of 0 casts an infinitely long ray that has no maximum distance."
msgstr "控制光线投射的距离，以便确定对象是否受到了遮挡。较大的值会产生较长的光线并为光照贴图提供更多的阴影，而较小的值则会产生较短的光线，只有当物体彼此非常接近时才会产生阴影。值为 0 会投射出没有最大距离的无限长的光线。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies whether the final light bounce of the global illumination calculation is calculated at the same resolution as the baked lightmap. When enabled, visual quality is improved at the cost of additional time required to bake the lighting."
msgstr "指定是否以与烘焙光照贴图相同的分辨率计算全局照明计算的最终光线反弹。启用后，会以烘烤照明所需的额外时间为代价来提高视觉质量。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the number of rays emitted for every final gather point."
msgstr "控制从每个最终聚集点发射的光线数量。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Denoising"
msgstr "去噪"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls whether a denoising filter is applied to the final gather output."
msgstr "控制是否将去噪滤镜应用于最终聚集输出。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Lighting Mode"
msgstr "照明模式"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies which Scene lighting mode will be used for all Mixed lights in the Scene. Options are Baked Indirect, Shadowmask and Subtractive."
msgstr "指定“场景”中所有“混合”灯光使用哪种“场景”照明模式。选项包括“直接烘焙”、“Shadowmask”和“减性”。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Realtime Global Illumination (Deprecated)"
msgstr "实时全局照明（已弃用）"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Enlighten is entering deprecation. Please ensure that your project will not require support for Enlighten beyond the deprecation date."
msgstr "Enlighten 即将弃用。请确保您的项目在弃用日期之后不再需要 Enlighten 支持。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Lightmapper"
msgstr "光照贴图器"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies which baking system will be used to generate baked lightmaps."
msgstr "指定使用哪个烘焙系统来生成烘焙光照贴图。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Sampling"
msgstr "采样"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "How to sample the lightmaps. Auto and adaptive automatically test for convergence. Auto uses a maximum of 16K samples. Adaptive uses a configurable maximum number of samples. Fixed always uses the set number of samples and does not test for convergence."
msgstr "如何对光照贴图进行采样。“自动和自适应”会自动测试收敛。“自动”最多使用 16K 样本。“自适应”使用可配置的最大样本数。“固定”始终使用设定数量的样本，且不会测试收敛。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Max Direct Samples"
msgstr "最大直接样本数"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Maximum number of samples to use for direct lighting."
msgstr "用于直接照明的最大样本数。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the number of samples the lightmapper will use for direct lighting calculations. Increasing this value may improve the quality of lightmaps but increases the time required for baking to complete."
msgstr "控制光照贴图用来计算直接照明的样本数。增加此值可以提高光照贴图的质量，但会增加完成烘焙所需的时间。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Max Indirect Samples"
msgstr "最大间接样本数"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Maximum number of samples to use for indirect lighting."
msgstr "用于间接照明的最大样本数。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the number of samples the lightmapper will use for indirect lighting calculations. Increasing this value may improve the quality of lightmaps but increases the time required for baking to complete."
msgstr "控制光照贴图用来计算间接照明的样本数。增加此值可以提高光照贴图的质量，但会增加完成烘焙所需的时间。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Max Bounces"
msgstr "最大反弹次数"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "The maximum number of bounces the Lightmapper computes for indirect lighting. The higher the value, the longer the bake time. Values of up to 10 are suitable for most Scenes. Values higher than 10 might lead to significantly longer bake times."
msgstr "光照贴图器为间接照明计算的最大反弹次数。该值越大，烘焙时间越长。不超过 10 的值适用于大多数场景。大于 10 的值可能会导致烘焙时间大大延长。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "The minimum number of bounces the Lightmapper computes for indirect lighting. Lower values reduce bake times, but might increase lightmap noise. To improve performance during bakes, the Lightmapper terminates light paths that contribute little to the appearance of the Scene using a technique called Russian Roulette."
msgstr "光照贴图器为间接照明计算的最小反弹次数。较小的值会缩短烘焙时间，但可能会增加光照贴图噪点。为了提高烘焙时的性能，光照贴图器使用一种称为 Russian Roulette 的算法来终止对场景外观几乎没有贡献的光路。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Direct Denoiser"
msgstr "直接降噪器"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Your hardware doesn't support denoising. To see minimum requirements, read the documentation."
msgstr "您的硬件不支持去噪。要查看最低要求，请阅读文档。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Indirect Denoiser"
msgstr "间接降噪器"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Ambient Occlusion Denoiser"
msgstr "环境光遮挡降噪器"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies the type of denoiser used to reduce noise for direct lights."
msgstr "指定用于减少直射光噪点的降噪器类型。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies the type of denoiser used to reduce noise for indirect lights."
msgstr "指定用于减少间接光噪点的降噪器类型。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies the type of denoiser used to reduce noise for ambient occlusion."
msgstr "指定用于减少环境光遮挡噪点的降噪器类型。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies the method to reduce noise in baked lightmaps."
msgstr "指定减少烘焙光照贴图中的噪点的方法。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Direct Filter"
msgstr "直接过滤器"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies the filter kernel applied to the direct light stored in the lightmap. Gaussian blurs the lightmap with some loss of detail. A-Trous reduces noise based on a threshold while maintaining edge detail."
msgstr "指定应用于存储在光照贴图中的直射光的滤镜内核。高斯会使光照贴图模糊，并会丢失一些细节。A-Trous 会根据阈值降低噪点，同时保持边缘细节。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Indirect Filter"
msgstr "间接过滤器"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies the filter kernel applied to the indirect light stored in the lightmap. Gaussian blurs the lightmap with some loss of detail. A-Trous reduces noise based on a threshold while maintaining edge detail."
msgstr "指定应用于存储在光照贴图中的间接光的滤镜内核。高斯会使光照贴图模糊，并会丢失一些细节。A-Trous 会根据阈值降低噪点，同时保持边缘细节。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Ambient Occlusion Filter"
msgstr "环境光遮蔽滤镜"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies the filter kernel applied to the ambient occlusion stored in the lightmap. Gaussian blurs the lightmap with some loss of detail. A-Trous reduces noise based on a threshold while maintaining edge detail."
msgstr "指定应用于存储在光照贴图中的环境光遮挡的滤镜内核。高斯会使光照贴图模糊，并会丢失一些细节。A-Trous 会根据阈值降低噪点，同时保持边缘细节。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the radius of the filter for direct light stored in the lightmap. A higher value gives a stronger blur and less noise."
msgstr "控制光照贴图中存储的直射光的滤镜半径。值越高，模糊越强，噪点也越少。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the radius of the filter for indirect light stored in the lightmap. A higher value gives a stronger blur and less noise."
msgstr "控制光照贴图中存储的间接光的滤镜半径。值越高，模糊越强，噪点也越少。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the radius of the filter for ambient occlusion stored in the lightmap. A higher value gives a stronger blur and less noise."
msgstr "控制光照贴图中存储的环境光遮挡的滤镜半径。值越高，模糊越强，噪点也越少。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Sigma"
msgstr "Sigma"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the threshold of the filter for direct light stored in the lightmap. A higher value increases the threshold, which reduces noise in the direct layer of the lightmap. Too high of a value can cause a loss of detail in the lightmap."
msgstr "控制光照贴图中存储的直射光的滤镜阈值。增加此值可以增加阈值，从而减少光照贴图直接层中的噪点。过高的值可能会导致光照贴图中的细节丢失。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the threshold of the filter for indirect light stored in the lightmap. A higher value increases the threshold, which reduces noise in the direct layer of the lightmap. Too high of a value can cause a loss of detail in the lightmap."
msgstr "控制光照贴图中存储的间接光的滤镜阈值。增加此值可以增加阈值，从而减少光照贴图直接层中的噪点。过高的值可能会导致光照贴图中的细节丢失。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the threshold of the filter for ambient occlusion stored in the lightmap. A higher value increases the threshold, which reduces noise in the direct layer of the lightmap. Too high of a value can cause a loss of detail in the lightmap."
msgstr "控制光照贴图中存储的环境光遮挡的滤镜阈值。增加此值可以增加阈值，从而减少光照贴图直接层中的噪点。过高的值可能会导致光照贴图中的细节丢失。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Progressive Updates"
msgstr "渐进更新"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
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:1
msgid "Multiple Importance Sampling"
msgstr "多重重要性采样"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Specifies whether to use multiple importance sampling for sampling the environment. This will generally lead to faster convergence when generating lightmaps but can lead to noisier results in certain low frequency environments."
msgstr "指定是否要使用多重重要性采样来对环境进行采样。这通常会在生成光照贴图时提高收敛速度，但在某些低频环境中会导致噪点更大的结果。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Environment Samples"
msgstr "环境样本"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls the number of samples the lightmapper will use for environment lighting calculations. Increasing this value may improve the quality of lightmaps but increases the time required for baking to complete."
msgstr "控制光照贴图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:1
msgid "Light Probe Sample Multiplier"
msgstr "光照探测器样本乘数"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Controls how many samples are used for Light Probes as a multiplier of the general sample counts above. Higher values improve the quality of Light Probes, but also take longer to bake. Enable the Light Probe sample count multiplier 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”&gt;“编辑器”&gt;“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:1
msgid "Enlighten (Deprecated)"
msgstr "Enlighten（已弃用）"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Progressive CPU"
msgstr "渐进 CPU"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Progressive GPU (Preview)"
msgstr "渐进 GPU（预览）"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Non-Directional"
msgstr "非定向"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Baked Indirect"
msgstr "间接烘焙"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Subtractive"
msgstr "减性"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Optix"
msgstr "Optix"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "OpenImageDenoise"
msgstr "OpenImageDenoise"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Radeon Pro"
msgstr "Radeon Pro"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Mixed lights provide realtime direct lighting while indirect light is baked into lightmaps and light probes."
msgstr "混合灯光提供实时直接照明，而间接照明则会被烘焙到光照贴图和光照探测器中。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Mixed lights provide baked direct and indirect lighting for static objects. Dynamic objects receive realtime direct lighting and cast shadows on static objects using the main directional light in the scene."
msgstr "混合灯光为静态物体提供烘焙直接照明和间接照明。动态对象接收实时直接照明，并使用场景中的主方向光在静态对象上投射阴影。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Mixed lights provide realtime direct lighting. Indirect lighting gets baked into lightmaps and light probes. Shadowmasks and light probes occlusion get generated for baked shadows. "
msgstr "混合灯光提供实时直接照明。间接照明会被烘焙到光照贴图和光照探针中。会为烘焙阴影生成阴影遮罩和光照探针遮挡。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "The Lightmapper is not supported by the current render pipeline. Fallback is "
msgstr "当前渲染管道不支持光照贴图器。回退是"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "The Mixed mode is not supported by the current render pipeline. Fallback mode is "
msgstr "当前渲染管道不支持“混合”模式。回退模式是"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Directional Mode is not supported. Fallback will be Non-Directional."
msgstr "不支持定向模式。后退将是“非定向”的。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Default-Medium"
msgstr "默认-中等"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Realtime Global Illumination is not supported on SM2.0 hardware nor when using GLES2.0."
msgstr "SM2.0 硬件或者使用 GLES2.0 时不支持“实时全局照明”。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "All Baked and Mixed lights in the Scene are currently being overridden to Realtime light modes. Enable Baked Global Illumination to allow the use of Baked and Mixed light modes."
msgstr "“场景”中所有的“烘焙”和“混合”灯光当前都被覆盖为“实时”光照模式。启用“烘焙全局照明”即可允许使用“烘焙”和“混合”光照模式。"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Enable Realtime GI"
msgstr "启用实时 GI"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Enabled Baked GI"
msgstr "已启用烘焙 GI"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "Pvr Sampling"
msgstr "Pvr 采样"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "PVR Min Bounces"
msgstr "PVR 最小反弹次数"

#: Editor/Mono/Inspector/LightingSettingsEditor.cs:1
msgid "PVR Filter Type AO"
msgstr "PVR 过滤器类型 AO"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Enable the checkbox to mark this GameObject as static for all systems.\n\nDisable the checkbox to mark this GameObject as not static for all systems.\n\nUse the drop-down menu to mark as this GameObject as static or not static for individual systems."
msgstr "启用复选框，为所有系统标记该游戏对象为静态。\n\n启用复选框，为所有系统标记该游戏对象为非静态。\n\n使用下拉菜单为单个系统标记该游戏对象为静态或非静态。"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "The layer that this GameObject is in.\n\nChoose Add Layer... to edit the list of available layers."
msgstr "此游戏对象所在的层。\n\n选择“添加层...”来编辑可用层列表。"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "The tag that this GameObject has.\n\nChoose Untagged to remove the current tag.\n\nChoose Add Tag... to edit the list of available tags."
msgstr "此游戏对象 具有的标记。\n\n选择“无标记”来删除当前标记。\n\n选择“添加标记...”来编辑可用标记列表。"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "You have broken the prefab connection. Changes to the prefab will not be applied to this object before you Apply or Revert."
msgstr "您已断开了预制件连接。在您“应用”或“还原”之前，对预制件的更改不会应用于此对象。"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Model"
msgstr "模型"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "You have broken the prefab connection. Changes to the model will not be applied to this object before you Revert."
msgstr "您已断开了预制件连接。在您“还原”之前，对模型的更改不会应用于此对象。"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Variant"
msgstr "变体"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Missing"
msgstr "缺失"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "The source Prefab or Model has been deleted."
msgstr "源“预制件”或“模型”已被删除。"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Open Model in external tool."
msgstr "在外部工具中打开模型。"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Open Prefab Asset '{0}'\nPress modifier key [Alt] to open in isolation."
msgstr "打开预制件资源 '{0}'\n按修改键 [Alt] 可单独打开。"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Change Layer"
msgstr "更改层"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Do you want to set layer to {0} for all child objects as well?"
msgstr "是否也要将所有子对象的层设置为 {0}？"

#: Editor/Mono/Inspector/GameObjectInspector.cs:1
msgid "Overrides"
msgstr "覆盖"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Rotation At Rest"
msgstr "静止旋转"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "The orientation of the constrained object when the weights of the sources add up to zero or when all the rotation axes are disabled."
msgstr "源的权重加到零或禁用所有旋转轴时，约束对象的方向。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Rotation Offset"
msgstr "旋转偏移"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "The offset from the constrained orientation."
msgstr "约束方向的偏移。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Freeze Rotation Axes"
msgstr "冻结旋转轴"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "The axes along which the constraint is applied."
msgstr "沿其进行约束的轴。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Aim Vector"
msgstr "目标矢量"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Specifies which axis of the constrained object should aim at the target."
msgstr "指定受约束对象的哪个轴应该瞄准目标。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Up Vector"
msgstr "正向矢量"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Specifies the direction of the up vector in local space."
msgstr "指定本地空间中向上矢量的方向。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "World Up Vector"
msgstr "世界正向矢量"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Specifies the direction of the global up vector."
msgstr "指定全局向上矢量的方向。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "World Up Object"
msgstr "世界上方向对象"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "The reference object when the World Up Type is either Object Up or Object Rotation Up."
msgstr "当“世界上方向类型”为“对象上方向”或“对象旋转上方向”时的参考对象。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "World Up Type"
msgstr "世界上方向类型"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Specifies how the world up vector should be computed."
msgstr "指定应如何计算世界的正向矢量。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Scene Up"
msgstr "场景上方向"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Use the Y axis as the world up vector."
msgstr "使用 Y 轴作为世界正向矢量。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Object Up"
msgstr "对象向上"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Use a vector that points to the reference object as the world up vector."
msgstr "使用指向参考对象的矢量作为正向矢量。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Object Rotation Up"
msgstr "对象向上旋转"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "Use a vector defined in the reference object's local space as the world up vector."
msgstr "使用参考对象局部空间中定义的矢量作为正向矢量。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "The world up vector is user defined."
msgstr "世界的正向矢量是用户定义的。"

#: Editor/Mono/Inspector/AimConstraintEditor.cs:1
msgid "The world up vector is ignored."
msgstr "世界的正向矢量被会忽略。"

#: Editor/Mono/Inspector/Joint2DEditor.cs:1
msgid "Break Force"
msgstr "断开力"

#: Editor/Mono/Inspector/Joint2DEditor.cs:1
msgid "Break Torque"
msgstr "断开力矩"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Optimize Realtime UVs"
msgstr "优化实时 UVs"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Specifies whether the authored mesh UVs get optimized for Realtime Global Illumination or not. When enabled, the authored UVs can get merged, and are scaled and packed for optimization purposes. When disabled, the authored UVs are scaled and packed, but not merged."
msgstr "指定创作的网格 UV 是否针对“实时全局照明”进行了优化。启用后，可以合并、缩放和打包创作的 UV，以便进行优化。禁用后，创作的 UV 将进行缩放和打包，但不会合并。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Ignore Normals"
msgstr "忽略法线"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "When enabled, prevents the UV charts from being split during the precompute process for Realtime Global Illumination lighting."
msgstr "启用后，可以防止在“实时全局照明”光照的预计算过程中拆分 UV 图表。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Min Chart Size"
msgstr "最小图表大小"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Specifies the minimum texel size used for a UV chart. If stitching is required, a value of 4 will create a chart of 4x4 texels to store lighting and directionality. If stitching is not required, a value of 2 will reduce the texel density and provide better lighting build times and run time performance."
msgstr "指定用于 UV 图表的最小纹素大小。如果需要拼合，值 4 将创建一个 4x4 纹素图表来存储照明和方向性。如果不需要拼合，则值 2 将降低纹素密度并提供更好的照明生成时间和运行时的性能。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Prioritize Illumination"
msgstr "为照明设置优先级"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "When enabled, the object will be marked as a priority object and always included in lighting calculations. Useful for objects that will be strongly emissive to make sure that other objects will be illuminated by this object."
msgstr "启用后，对象将被标记为优先对象，并始终包含在照明计算中。该选项对于强烈发射的对象非常有用，可以确保其他对象被此对象照亮。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Stitch Seams"
msgstr "拼合缝隙"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "When enabled, seams in baked lightmaps will get smoothed."
msgstr "启用后，烘焙光照贴图中的接缝将变得平滑。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Specifies the maximum worldspace distance to be used for UV chart simplification. If charts are within this distance, they will be simplified for optimization purposes."
msgstr "指定用于简化 UV 图表的最大世界空间距离。如果图表在此距离内，则会简化图表以便进行优化。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Max Angle"
msgstr "最大角度"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Specifies the maximum angle in degrees between faces sharing a UV edge. If the angle between the faces is below this value, the UV charts will be simplified."
msgstr "指定共享 UV 边缘的面之间的最大角度（以度为单位）。如果面之间的角度低于此值，则将简化 UV 图表。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Object's size in lightmap has reached the max atlas size."
msgstr "光照贴图中对象的大小已达到最大图集大小。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
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:1
msgid "Specifies the relative size of object's UVs within a lightmap. A value of 0 will result in the object not being lightmapped, but still contribute lighting to other objects in the Scene."
msgstr "指定光照贴图中对象的 UVs 的相对大小。值为 0 将不会为对象进行光照贴图，但仍会为“场景”中的其他对象提供照明。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Albedo Scale"
msgstr "反照率缩放"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Specifies the relative size of object's UVs within its albedo texture that is used when calculating the influence on surrounding objects."
msgstr "指定在计算对周围对象的影响时使用的对象反照率纹理内部 UV 的相对大小。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "The hash of the baked GI instance."
msgstr "烘焙 GI 实例的哈希。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "The hash of the atlas this baked GI instance is a part of."
msgstr "该烘焙 GI 实例属于其中一部分的的图集哈希。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Atlas Instance Offset"
msgstr "图集实例偏移"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "The offset into the transform array instances of this atlas start at."
msgstr "此图集开始的转换数组实例的偏移。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "System Resolution"
msgstr "系统分辨率"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "The resolution in texels of the realtime lightmap that this renderer belongs to."
msgstr "此渲染器所属的实时光照贴图的纹素的分辨率。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Instance Resolution"
msgstr "实例解析"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "The resolution in texels of the realtime lightmap packed instance."
msgstr "实时光照贴图打包实例的纹素的分辨率。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "System Hash"
msgstr "系统哈希"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "The hash of the realtime system that the renderer belongs to."
msgstr "渲染器所属的实时系统的哈希。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "The hash of the realtime GI instance."
msgstr "实时 GI 实例的哈希。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Geometry Hash"
msgstr "几何体哈希"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "The hash of the realtime GI geometry that the renderer is using."
msgstr "渲染器正在使用的实时 GI 几何体的哈希。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Specifies whether a geometry creates shadows or not when a shadow-casting Light shines on it."
msgstr "指定当阴影投射“光线”照射到几何体时，几何体是否创建阴影。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "When enabled, any shadows cast from other objects are drawn on the geometry."
msgstr "启用后，会从几何体上绘制从其他对象投射的所有阴影。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment."
msgstr "应用阴影偏离以防止自阴影伪影。指定的值与每个段的轨迹宽度成比例。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Contribute Global Illumination"
msgstr "贡献全局照明"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "When enabled, this GameObject influences lightmaps and Light Probes. If you want this object itself to be lightmapped, you must enable this property."
msgstr "启用后，此游戏对象会影响光照贴图和光照探测器。如果希望对此对象本身进行光照贴图，则必须启用此属性。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Receive Global Illumination"
msgstr "接收全局照明"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "If enabled, this GameObject receives global illumination from lightmaps or Light Probes. To use lightmaps, Contribute Global Illumination must be enabled."
msgstr "如果启用，此游戏对象将从光照贴图或光照探测器接收全局照明。要使用光照贴图，必须启用“贡献全局照明”。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Terrain is chunked up into {0} instances for baking."
msgstr "地形被切成{0}个实例进行烘焙。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "2 (Minimum)"
msgstr "2（最小化）"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "4 (Stitchable)"
msgstr "4 （允许拼合）"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Tiling X"
msgstr "正在平铺 X"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Tiling Y"
msgstr "正在平铺 Y"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Offset X"
msgstr "偏移 X"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Offset Y"
msgstr "偏移 Y"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Object's size in the realtime lightmap has reached the maximum size. If you need higher resolution for this object, divide it into smaller meshes."
msgstr "实时光照贴图中对象的大小已达到最大。如果您需要此对象的更高分辨率，请将其划分为更小的网格。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Mesh used by the renderer has zero UV or surface area. Non zero area is required for lightmapping."
msgstr "渲染器使用的网格拥有零个 UV 或表面区域。光照贴图需要非零区域。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Mesh used by the renderer doesn't have normals. Normals are needed for lightmapping."
msgstr "渲染器所使用的网格没有法线。光照贴图需要法线。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Mesh used by the renderer doesn't have vertices. Vertices are needed for lightmapping."
msgstr "渲染器所使用的网格没有顶点。光照贴图需要顶点。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Mesh with point, strip or line topology is not supported by lightmapping."
msgstr "光照贴图不支持带有点、条或线拓扑的网格。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
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:1
msgid "Baked Lightmap"
msgstr "烘焙光照贴图"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Realtime Lightmap"
msgstr "实时光照贴图"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Lightmap Index"
msgstr "光照贴图索引"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Lightmap Object Scale"
msgstr "光照贴图对象缩放"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Realtime UVs"
msgstr "实时 UV"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Lightmapping"
msgstr "光照贴图"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Scene Default Parameters"
msgstr "场景默认参数"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Precompute/indirect resolution for this terrain is probably too high. Use a lower realtime/indirect resolution setting in the Lighting window or assign LightmapParameters that use a lower resolution setting. Otherwise it may take a very long time to bake and memory consumption during and after the bake may be very high."
msgstr "此地形的预计算/间接分辨率可能过高。请在“照明”窗口中使用较低的实时/间接分辨率设置，或指定使用较低分辨率设置的 LightmapParameters。否则可能需要很长时间来烘烤，并且烘烤期间和烘烤之后的内存消耗可能非常高。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Precompute/indirect resolution for this terrain is probably too low. If the Clustering stage takes a long time, try using a higher realtime/indirect resolution setting in the Lighting window or assign LightmapParameters that use a higher resolution setting."
msgstr "此地形的预计算/间接分辨率可能太低。如果“聚类”阶段耗时很长，请尝试在“照明”窗口中使用较低的实时/间接分辨率设置，或指定使用较低分辨率设置的 LightmapParameters。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Lightmapping settings are currently disabled. Enable Baked Global Illumination or Realtime Global Illumination to display these settings."
msgstr "当前已禁用光照贴图设置。启用“烘焙全局照明”或“实时全局照明”即可显示这些设置。"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
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:1 Editor-Missing:Missing detected at runtime.
msgid "Open Preview"
msgstr "打开预览"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Important GI"
msgstr "重要 GI"

#: Editor/Mono/Inspector/RendererLightingSettings.cs:1
msgid "Auto UV Max Distance"
msgstr "自动 UV 最大距离"

#: Editor/Mono/Inspector/Collider3DEditorBase.cs:1
msgid "Reference to the Physic Material that determines how this Collider interacts with others."
msgstr "确定此“碰撞器”如何与其他碰撞器发生交互的参考“物理材质”。"

#: Editor/Mono/Inspector/Collider3DEditorBase.cs:1
msgid "If enabled, this Collider is used for triggering events and is ignored by the physics engine."
msgstr "如果启用，此“碰撞器”将被用于触发事件，并被物理引擎忽略。"

#: [MenuItem]Editor/Mono/Inspector/MonoScriptInspector.cs:1
msgid "MonoImporter"
msgstr "MonoImporter"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Namespace prefix"
msgstr "命名空间前缀"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
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:1
msgid "Download"
msgstr "下载"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enables downloads from the cache server."
msgstr "启用从缓存服务器下载。"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Upload"
msgstr "上传"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enables uploads to the cache server."
msgstr "启用上传到缓存服务器。"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "TLS/SSL"
msgstr "TLS/SSL"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
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:1
msgid "Authentication"
msgstr "身份验证"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enable authentication for cache server. Also forces TLS/SSL encryption."
msgstr "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:1
msgid "Force Serialize References On One Line"
msgstr "强制在一行上序列化引用"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
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:1
msgid "Use legacy Light Probe sample counts"
msgstr "使用旧版光照探测器样本数量"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Uses fixed Light Probe sample counts for baking with the Progressive Lightmapper. The sample counts are: 64 direct samples, 2048 indirect samples and 2048 environment samples."
msgstr "使用“渐进光照贴图器”进行烘焙时，使用固定的光照探测器样本数量。样本数量为：64 个直接样本、2048 个间接样本和 2048 个环境样本。"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enable baked cookies support"
msgstr "启用烘焙剪影支持"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
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器评估剪影。在版本 2020.1 中引入。"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Texture Streaming must be enabled in Quality Settings for mipmap streaming to function in Play Mode"
msgstr "必须在“质量设置”中启用“纹理流”才能使 mipmap 流在“播放模式”下运行"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Texture Streaming must be enabled in Quality Settings for mipmap streaming to function in Edit Mode"
msgstr "必须在“质量设置”中启用“纹理流”才能使 mipmap 流在“编辑模式”下运行"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Asynchronous Shader Compilation"
msgstr "异步着色器编译"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enables async shader compilation in Game and Scene view. Async compilation for custom editor tools can be achieved via script API and is not affected by this option."
msgstr "在“游戏”和“场景”视图中启用异步着色器编译。自定义编辑器工具的异步编译可以通过脚本 API 实现，不受此选项的影响。"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Caching Preprocessor"
msgstr "缓存预处理器"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enables caching shader preprocessor with advanced functionality."
msgstr "启用具有高级功能的缓存着色器预处理器。"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Allow Auto Save"
msgstr "允许自动保存"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
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:1
msgid "Enter Play Mode Options"
msgstr "进入播放模式选项"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enables options when Entering Play Mode"
msgstr "进入播放模式时启用选项"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Reload Domain"
msgstr "重新加载域"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enables Domain Reload when Entering Play Mode. Domain reload reinitializes game completely making loading behavior very close to the Player"
msgstr "进入播放模式时启用域重新加载。域重新加载会完全重新初始化游戏，使加载行为非常接近播放器"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Reload Scene"
msgstr "重新加载场景"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enables Scene Reload when Entering Play Mode. Scene reload makes loading behavior and performance characteristics very close to the Player"
msgstr "进入播放模式时启用场景重新加载。场景重新加载使加载行为和性能特征非常接近播放器"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Prefab (1)"
msgstr "预制件 (1)"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Number in parentheses"
msgstr "数字在括号中"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Prefab.1"
msgstr "预制件.1"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Number after dot"
msgstr "数字在点后"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Prefab_1"
msgstr "预制件_1"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Number after underscore"
msgstr "数字在下划线后"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Unity Remote"
msgstr "Unity Remote"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Device"
msgstr "设备"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Compression"
msgstr "压缩"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Joystick Source"
msgstr "操作杆源"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Cache Server (project specific)"
msgstr "缓存服务器（特定于项目）"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "IP address"
msgstr "IP 地址"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 Editor-Missing:Missing detected at runtime.
msgid "User"
msgstr "用户"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Password"
msgstr "密码"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Asset Serialization"
msgstr "资源序列化"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Default Behaviour Mode"
msgstr "默认行为模式"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Graphics"
msgstr "图形"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Show Lightmap Resolution Overlay"
msgstr "显示光照贴图分辨率覆盖"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Sprite Packer"
msgstr "Sprite 打包器"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "C# Project Generation"
msgstr "C# 项目生成"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Additional extensions to include"
msgstr "要包括的附加扩展"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Root namespace"
msgstr "根命名空间"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "ETC Texture Compressor"
msgstr "ETC 纹理压缩器"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Fast"
msgstr "快速"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Best"
msgstr "最佳"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Line Endings For New Scripts"
msgstr "新脚本的行尾"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Streaming Settings"
msgstr "流设置"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Shader Compilation"
msgstr "着色器编译"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Prefab Mode"
msgstr "预制件模式"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Editing Environments"
msgstr "编辑环境"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Regular Environment"
msgstr "常规环境"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "UI Environment"
msgstr "UI 环境"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Enter Play Mode Settings"
msgstr "进入播放模式设置"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Numbering Scheme"
msgstr "编号方案"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Game Object Naming"
msgstr "游戏对象命名"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Game Object Digits"
msgstr "游戏对象数字"

#: Editor/Mono/Inspector/EditorSettingsInspector.cs:1
msgid "Space Before Number in Asset Names"
msgstr "资源名称中数字前的空格"

#: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1
msgid "Random Between Two Colors"
msgstr "双色间随机"

#: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1
msgid "Random Between Two Gradients"
msgstr "双渐变间随机"

#: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1
msgid "Random Color"
msgstr "随机颜色"

#: Editor/Mono/Inspector/ComputeShaderImporterInspector.cs:1
msgid "Override preprocessor"
msgstr "覆盖预处理器"

#: Editor/Mono/Inspector/ComputeShaderImporterInspector.cs:1
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/ComputeShaderImporterInspector.cs:1
msgid "Preprocessor Override"
msgstr "预处理器覆盖"

#: Editor/Mono/Inspector/StreamingControllerInspector.cs:1
msgid "Mip Map Bias"
msgstr "Mip Map 偏差"

#: Editor/Mono/Inspector/StreamingControllerInspector.cs:1
msgid "When texture streaming is active, Unity loads mipmap levels for textures based on their distance from all active cameras. This bias is added to all textures visible from this camera and allows you to force smaller or larger mipmap levels to be loaded for textures visible from this camera."
msgstr "当纹理流处于活动状态时，Unity 会根据纹理与所有活动相机的距离来加载纹理的 mipmap 级别。此偏差将添加到此相机所有可见的纹理中，并允许您强制变大或变小要为此相机所有可见纹理加载的 mipmap 级别。"

#: Editor/Mono/Inspector/StreamingControllerInspector.cs:1
msgid "Streaming Mipmap Bias"
msgstr "流式 Mipmap 偏差"

#: Editor/Mono/Inspector/AutodeskInteractiveShaderGUI.cs:1
msgid "Roughness"
msgstr "粗糙度"

#: Editor/Mono/Inspector/AutodeskInteractiveShaderGUI.cs:1
msgid "Roughness value"
msgstr "粗糙度值"

#: Editor/Mono/Inspector/AnimationEditor.cs:1
msgid "Clip Property"
msgstr "剪辑属性"

#: Editor/Mono/Inspector/CharacterControllerEditor.cs:1
msgid "Slope Limit"
msgstr "斜度限制"

#: Editor/Mono/Inspector/CharacterControllerEditor.cs:1
msgid "Step Offset"
msgstr "每步偏移量"

#: Editor/Mono/Inspector/CharacterControllerEditor.cs:1
msgid "Skin Width"
msgstr "蒙皮宽度"

#: Editor/Mono/Inspector/CharacterControllerEditor.cs:1
msgid "Min Move Distance"
msgstr "最小移动距离"

#: Editor/Mono/Inspector/TransformRotationGUI.cs:1
msgid "The local rotation of this Game Object relative to the parent."
msgstr "此游戏对象相对于父级的局部旋转。"

#: Editor/Mono/Inspector/ParentConstraintEditor.cs:1
msgid "Position At Rest"
msgstr "静止状态位置"

#: Editor/Mono/Inspector/ParentConstraintEditor.cs:1
msgid "Position Offset"
msgstr "位置偏移"

#: Editor/Mono/Inspector/ParentConstraintEditor.cs:1
msgid "Freeze Position Axes"
msgstr "冻结位置轴"

#: Editor/Mono/Inspector/ParentConstraintEditor.cs:1
msgid "Source Offsets"
msgstr "源偏移"

#: Editor/Mono/Inspector/ParentConstraintEditor.cs:1
msgid "Translation At Rest"
msgstr "静止时平移"

#: Editor/Mono/Inspector/LODGroupEditor.cs:1
msgid "Insert Before"
msgstr "插入到前面"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Lines can rotate to face their transform component or the camera. When using Local mode, lines face the XY plane of the Transform."
msgstr "线条可以旋转，面向其转换组件或相机。使用“局部”模式时，线条面向的是“转换”的 XY 平面。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "The gradient describing the color along the line."
msgstr "描述沿线颜色的渐变。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Input"
msgstr "输入"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Use mouse position or physics raycast to determine where to create points."
msgstr "使用鼠标位置或物理光线投射来确定创建点的位置。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Layer Mask"
msgstr "图层遮罩"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "The layer mask to use when performing raycasts."
msgstr "光线投射时所用的图层蒙版。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "The offset applied to created points either from the scene camera or raycast normal, when using physics."
msgstr "使用物理时，应用于场景摄像机或光线投射法线创建的点的偏移。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "End Cap Vertices"
msgstr "末端顶点"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "How many vertices to add at each end."
msgstr "每端要添加多少个顶点。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Corner Vertices"
msgstr "角顶点"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "How many vertices to add for each corner."
msgstr "每个角要添加多少个顶点。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "When dragging the mouse, a new point will be created after the distance has been exceeded."
msgstr "拖拽鼠标时，将在超出距离后创建一个新点。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Show the wireframe visualizing the line."
msgstr "显示可视化线条的线框。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Simplify"
msgstr "简化"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Generates a simplified version of the original line by removing points that fall within the specified tolerance."
msgstr "通过删除落在特定公差内的点来生成简化版本的原始行。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Simplify Preview"
msgstr "简化预览"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Show a preview of the simplified version of the line."
msgstr "显示行简化版本预览。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Subdivide Selected"
msgstr "细分选中"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Inserts a new point in between selected adjacent points."
msgstr "在选择的相邻点之间插入一个新点。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Texture Mode"
msgstr "纹理模式"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Should the U coordinate be stretched or tiled?"
msgstr "U 坐标应该被拉伸还是平铺？"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Tolerance"
msgstr "容差"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Used to evaluate which points should be removed from the line. A higher value results in a simpler line (fewer points). A value of 0 results in the exact same line with little to no reduction."
msgstr "用于评估应从线上删除哪些点。值越高，线越简单（点越少）。值为 0 会导致几乎没有删除点的完全相同的行。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the line width at each segment."
msgstr "应用阴影偏离以防止自阴影伪影。指定的值与每个段的线宽成比例。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Toggle generation of normal and tangent data, for use in lit shaders."
msgstr "切换切线和切线数据的生成，以便在点亮的着色器中使用。"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Editing is only available when editing a single LineRenderer 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:1
msgid "Delete Selected Array Elements"
msgstr "删除选定的数组元素"

#: Editor/Mono/Inspector/LineRendererEditor.cs:1
msgid "Positions Size"
msgstr "位置大小"

#: Editor/Mono/Inspector/BoxColliderEditor.cs:1
msgid "The position of the Collider in the object's local space."
msgstr "碰撞器在对象局部空间中的位置。"

#: Editor/Mono/Inspector/BoxColliderEditor.cs:1
msgid "The size of the Collider in the X, Y, Z directions."
msgstr "X、Y、Z 方向上的“碰撞器”的尺寸。"

#: Editor/Mono/Inspector/AssetBundleNameGUI.cs:1
msgid "AssetBundle"
msgstr "AssetBundle"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Color (RGB) and Opacity (A)"
msgstr "颜色 (RGB) 和不透明度 (A)"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Normal (RGB)"
msgstr "法线 (RGB)"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Extra"
msgstr "额外"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Smoothness (R), Metallic (G), AO (B)"
msgstr "平滑度 (R)、金属度 (G)、AO (B)"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Subsurface"
msgstr "次表面"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Subsurface (RGB)"
msgstr "次表面 (RGB)"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Metallic value"
msgstr "金属度值"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Two-Sided"
msgstr "双面"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Set this material to render as two-sided"
msgstr "将此材质设置为双面渲染"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Wind quality setting"
msgstr "风质量设置"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Hue variation Color (RGB) and Amount (A)"
msgstr "色调变化颜色 (RGB) 和数量 (A)"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Enable normal mapping"
msgstr "启用法线贴图"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Enable subsurface scattering"
msgstr "启用次表面散射"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Indirect Subsurface"
msgstr "间接次表面"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Scalar on subsurface from indirect light"
msgstr "间接光在次表面上的标量"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Enable billboard features (crossfading, etc.)"
msgstr "启用 billboard 功能（交叉淡化等）"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Shadow Fade"
msgstr "阴影淡化"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Fade shadow effect on billboards"
msgstr "在 billboards 上淡化阴影效果"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Maps"
msgstr "贴图"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Options"
msgstr "选项"

#: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1
msgid "Advanced Options"
msgstr "高级选项"

#: Editor/Mono/Inspector/Collider2DEditorBase.cs:1
msgid "Auto Tiling "
msgstr "自动拼接"

#: Editor/Mono/Inspector/Collider2DEditorBase.cs:1
msgid " When enabled, the collider's shape will update automatically based on the SpriteRenderer's tiling properties"
msgstr " 启用后，碰撞器的形状会根据 SpriteRenderer 的平铺属性自动更新"

#: Editor/Mono/Inspector/Collider2DEditorBase.cs:1
msgid "Collider cannot be edited because it is driven by SpriteRenderer's tiling properties."
msgstr "无法编辑碰撞器，因为碰撞器是由 SpriteRenderer 的平铺属性驱动的。"

#: Editor/Mono/Inspector/Collider2DEditorBase.cs:1
msgid "Density"
msgstr "密度"

#: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Used By Effector"
msgstr "由效果器使用"

#: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Used By Composite"
msgstr "由复合使用"

#: Editor/Mono/Inspector/Collider2DEditorBase.cs:1
msgid "Auto Tiling"
msgstr "自动拼接"

#: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1
msgid "Max. Recursion Depth"
msgstr "最大递归深度"

#: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1
msgid "Limit on ray recursion for the Ray Tracing pipeline. This is defined in the shader by using max_recursion_depth pragma(e.g. \"#pragma max_recursion_depth 5\"). Applications should pick a limit that is as low as absolutely necessary. A value of 1 means that only primary rays can be cast."
msgstr "射线追踪管道的射线递归限制。这是在着色器中使用 max_recursion_depth pragma 定义的（例如，\"#pragma max_recursion_depth 5\"）。应用程序应选择一个绝对必要的最低限制。值为 1 表示只能投射主射线。"

#: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1
msgid "Ray Generation Shaders"
msgstr "射线生成着色器"

#: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1
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:1
msgid "Miss Shaders"
msgstr "错失着色器"

#: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1
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:1
msgid "Callable Shaders"
msgstr "可调用着色器"

#: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1
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/RayTracingShaderInspector.cs:1
msgid "Platforms:"
msgstr "平台："

#: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1
msgid "Ray Tracing Shader not supported! No graphics APIs with Ray Tracing support found in the Graphics APIs list."
msgstr "射线追踪着色器不受支持！在“图形 API”列表中找不到支持射线追踪的图形 API。"

#: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1
msgid "Payload Size (Bytes)"
msgstr "有效负载大小（字节）"

#: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1
msgid "Param. Size (Bytes)"
msgstr "参数大小（字节）"

#: Editor/Mono/Inspector/LayoutDropdownWindow.cs:1
msgid "Anchor Presets"
msgstr "锚点预设"

#: Editor/Mono/Inspector/LayoutDropdownWindow.cs:1
msgid "Shift: Also set pivot     Alt: Also set position"
msgstr "Shift：同时设置轴心     Alt：同时设置位置"

#: Editor/Mono/Inspector/ComputeShaderInspector.cs:1
msgid "Preprocess only"
msgstr "仅预处理"

#: Editor/Mono/Inspector/ComputeShaderInspector.cs:1
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:1
msgid "Strip #line directives"
msgstr "剥离 #line 指令"

#: Editor/Mono/Inspector/ComputeShaderInspector.cs:1
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:1
msgid "Show compiled code"
msgstr "显示编译代码"

#: Editor/Mono/Inspector/ComputeShaderInspector.cs:1
msgid "Kernels:"
msgstr "内核："

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Bake"
msgstr "烘焙"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Bakes Reflection Probe's cubemap, overwriting the existing cubemap texture asset (if any)."
msgstr "覆盖现有立方体贴图资源（如果有）的烘焙“反射探测器”立方体贴图。"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Runtime Settings"
msgstr "运行时设置"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "These settings are used by objects when they render with the cubemap of this probe"
msgstr "使用此探测器的立方体贴图渲染对象时，对象会使用这些设置"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Camera clears the screen to this color before rendering."
msgstr "渲染前摄像机将屏幕清除为此颜色。"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Box projection causes reflections to appear to change based on the object's position within the probe's box, while still using a single probe as the source of the reflection. This works well for reflections on objects that are moving through enclosed spaces such as corridors and rooms. Setting box projection to False and the cubemap reflection will be treated as coming from infinitely far away. Note that this feature can be globally disabled from Graphics Settings -> Tier Settings"
msgstr "根据对象在探测器框内的位置，框投影会导致反射看起来发生变化，同时仍然使用单个探测器作为反射源。这非常适用于封闭空间（诸如走廊和房间等）内移动的物体的反射。设置框投影为 False，则立方体贴图反射将被视为来自无限远处。请注意，您可以通过“图形设置” -> “层设置”全局禁用此功能"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Area around the probe where it is blended with other probes. Only used in deferred probes."
msgstr "探测器四周与其他探测器混合的区域。仅用于延迟探测器。"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "The size of the box in which the reflections will be applied to objects. The value is not affected by the Transform of the Game Object."
msgstr "将反射应用于对象的框的大小。该值不受“游戏对象”的“转换”的影响。"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "The center of the box in which the reflections will be applied to objects. The value is relative to the position of the Game Object."
msgstr "其反射将应用于对象的盒的中心。该值与游戏对象的位置相对。"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Dynamic Objects"
msgstr "动态对象"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "If enabled dynamic objects are also rendered into the cubemap"
msgstr "如果启用，动态对象也将被渲染进立方体贴图"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Time Slicing"
msgstr "时间切片"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "If enabled this probe will update over several frames, to help reduce the impact on the frame rate"
msgstr "如果启用，此探测器将跨越数个帧进行更新，以减少对帧速率的影响。"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Refresh Mode"
msgstr "刷新模式"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Controls how this probe refreshes in the Player"
msgstr "控制“播放器”中该探测器的刷新方式"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "'Baked Cubemap' uses the 'Auto Baking' mode from the Lighting window. If it is enabled, then baking is automatic otherwise manual bake is needed (use the bake button below). \n'Custom' can be used if a custom cubemap is wanted. \n'Realtime' can be used to dynamically re-render the cubemap during runtime (via scripting)."
msgstr "'烘焙立方体贴图' 使用“光照”窗口中的 '自动烘焙' 模式。如果启用该模式，则烘焙将自动进行，否则需要手动烘焙（使用下面的烘焙按钮）。\n'自定义' 可用于自定义立方体贴图。\n'实时' 可用于在运行时动态重新渲染立方体贴图（通过脚本）。"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Intensity"
msgstr "强度"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Cubemap Capture Settings"
msgstr "立方体贴图捕捉设置"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Cubemap"
msgstr "立方体贴图"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Realtime"
msgstr "实时"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Skybox"
msgstr "天空盒"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Solid Color"
msgstr "纯色"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Move the selected objects."
msgstr "移动选定对象。"

#: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1
msgid "Time Slicing Mode"
msgstr "时间切片模式"

#: Editor/Mono/Inspector/AudioClipInspector.cs:1
msgid "Turn Auto Play on/off"
msgstr "自动播放开/关"

#: Editor/Mono/Inspector/AudioClipInspector.cs:1
msgid "Play"
msgstr "播放"

#: Editor/Mono/Inspector/AudioClipInspector.cs:1
msgid "Loop on/off"
msgstr "循环开/关"

#: Editor/Mono/Inspector/WheelColliderEditor.cs:1
msgid "Mass"
msgstr "质量"

#: Editor/Mono/Inspector/WheelColliderEditor.cs:1
msgid "Wheel Damping Rate"
msgstr "车轮阻尼率"

#: Editor/Mono/Inspector/WheelColliderEditor.cs:1
msgid "Suspension Distance"
msgstr "悬挂距离"

#: Editor/Mono/Inspector/WheelColliderEditor.cs:1
msgid "Force App Point Distance"
msgstr "力应用点距离"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Specifies how Light Probes will handle the interpolation of lighting and occlusion. Disabled if the object is set to receive Global Illumination from lightmaps."
msgstr "指定“光照探测器”如何处理光照和遮挡的插值。如果对象设置为从光照贴图接收“全局照明”，则禁用该选项。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Proxy Volume Override"
msgstr "代理卷覆盖"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "If set, the Renderer will use the Light Probe Proxy Volume component from another GameObject."
msgstr "设置后，“渲染器”将会从另一个游戏对象中使用“光照探测器代理体”组件。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Reflection Probes"
msgstr "反射探测器"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Specifies if or how the object is affected by reflections in the Scene.  This property cannot be disabled in deferred rendering modes."
msgstr "指定对象是否或如何受“场景”中反射的影响。在延迟渲染模式下无法禁用此属性。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Anchor Override"
msgstr "锚点覆盖"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Specifies the Transform position that will be used for sampling the light probes and reflection probes."
msgstr "指定用来对光照探测器和反射探测器进行采样的“转换”位置。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Dynamic Occlusion"
msgstr "动态遮挡"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Controls if dynamic occlusion culling should be performed for this renderer."
msgstr "控制是否对此渲染器执行动态遮挡剔除。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Specifies whether the Mesh Renders 'Per Object Motion', 'Camera Motion', or 'No Motion' vectors to the Camera Motion Vector Texture."
msgstr "指定“网格”是将 '每个对象运动'、'摄像机运动' 还是 '无运动' 矢量渲染到“摄像机运动矢量纹理”。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Enabling skinned motion vectors will use double precision motion vectors for the skinned mesh. This increases accuracy of motion vectors at the cost of additional memory usage."
msgstr "启用蒙皮运动矢量将为蒙皮网格使用双精度运动矢量。这样可以提高运动矢量的准确性，但代价是增加内存使用量。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Rendering Layer Mask"
msgstr "渲染层遮罩"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Mask that can be used with SRP DrawRenderers command to filter renderers outside of the normal layering system."
msgstr "可以与 SRP DrawRenderers 命令一起用来对常规分层系统之外的渲染器进行过滤的遮罩。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Sets the priority value that the render pipeline uses to calculate the rendering order."
msgstr "设置渲染管道在计算渲染顺序时使用的优先级值。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Ray Tracing Mode"
msgstr "光线追踪模式"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
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:1
msgid "Ray Trace Procedurally"
msgstr "程序化光线追踪"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
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:1
msgid "In Deferred Shading, all objects receive shadows and get per-pixel reflection probes."
msgstr "在延迟着色中，所有的对象都会接收阴影，并被每像素反射探测器覆盖。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "A valid Light Probe Proxy Volume component could not be found."
msgstr "找不到有效的光照探测器代理体组件。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "The Light Probe Proxy Volume feature is unsupported by the current graphics hardware or API configuration. Simple 'Blend Probes' mode will be used instead."
msgstr "当前图形硬件或API配置不支持光照探测器代理体功能。将使用简单的‘混合探测器’模式代替。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "The Light Probe Proxy Volume feature is not supported on tree rendering. Simple 'Blend Probes' mode will be used instead."
msgstr "树渲染不支持光照探测器代理体功能。将使用简单的‘混合探测器’模式代替。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "The Custom Provided mode requires SH properties to be sent via MaterialPropertyBlock."
msgstr "“自定义提供”模式要求通过 MaterialPropertyBlock 发送 SH 属性。"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Probes"
msgstr "探测器"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Additional Settings"
msgstr "其他设置"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Dynamic Occludee"
msgstr "动态 Occludee"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Renderer Prority"
msgstr "渲染器优先级"

#: Editor/Mono/Inspector/RendererEditorBase.cs:1
msgid "Ray Trace Procedural"
msgstr "光线追踪程序化"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Albedo (RGB) and Transparency (A)."
msgstr "反射率（RGB）和透明度（B）"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Threshold for alpha cutoff."
msgstr "alpha 分界阈值."

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Metallic (R) and Smoothness (A)."
msgstr "金属度 （R） 和 光滑度 （A）。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Smoothness value."
msgstr "平滑度值。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Smoothness scale factor."
msgstr "平滑度缩放系数。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Normal Map."
msgstr "法线贴图。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Emission (RGB)."
msgstr "发射 (RGB)。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Determines the transparency and blending method for drawing the object to the screen."
msgstr "确定把对象绘制到屏幕的透明度和混合方法。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Color Mode"
msgstr "颜色模式"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Determines the blending mode between the particle color and the texture albedo."
msgstr "确定粒子颜色和纹理反照率之间的混合模式。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Flip-Book Frame Blending"
msgstr "翻书帧混合"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Enables blending between the frames of animated texture sheets."
msgstr "允许在动画纹理表的帧之间混合。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Two Sided"
msgstr "双面"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Render both front and back faces of the particle geometry."
msgstr "渲染粒子几何体的正面和背面。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Distortion"
msgstr "失真"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Use a grab pass and normal map to simulate refraction."
msgstr "使用抓取通道和法线贴图来模拟折射。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Distortion Strength."
msgstr "扭曲强度。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Blend"
msgstr "混合"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Weighting between albedo and grab pass."
msgstr "在反照率和抓取通道之间加权。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Fade out particle geometry when it gets close to the surface of objects written into the depth buffer."
msgstr "当粒子几何体接近写入深度缓冲区的对象表面时淡出粒子几何体。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Near fade"
msgstr "近处淡入淡出"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Soft Particles near fade distance."
msgstr "软粒子近处淡化距离。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Far fade"
msgstr "远处淡化"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Soft Particles far fade distance."
msgstr "软粒子远处淡化距离。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Camera Fading"
msgstr "摄像机淡入淡出"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Fade out particle geometry when it gets close to the camera."
msgstr "当粒子接近相机时淡出粒子几何体。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Camera near fade distance."
msgstr "摄像机近处淡化距离。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Camera far fade distance."
msgstr "摄像机远处淡化距离。"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Apply to Systems"
msgstr "应用于系统"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Apply the vertex stream layout to all Particle Systems using this material"
msgstr "把顶点流布局应用于所有使用此材料的“粒子系统”"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Apply custom vertex streams from material"
msgstr "应用材质的自定义顶点流"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Blending Options"
msgstr "混合选项"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Main Options"
msgstr "主选项"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Required Vertex Streams"
msgstr "所需的顶点流"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Position (POSITION.xyz)"
msgstr "位置 (POSITION.xyz)"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Normal (NORMAL.xyz)"
msgstr "法线 (NORMAL.xyz)"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Color (COLOR.xyzw)"
msgstr "颜色 (COLOR.xyzw)"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Color (INSTANCED0.xyzw)"
msgstr "颜色 (INSTANCED0.xyzw)"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "UV (TEXCOORD0.xy)"
msgstr "UV (TEXCOORD0.xy)"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "UV2 (TEXCOORD0.zw)"
msgstr "UV2 (TEXCOORD0.zw)"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "AnimBlend (TEXCOORD1.x)"
msgstr "AnimBlend (TEXCOORD1.x)"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "AnimFrame (INSTANCED1.x)"
msgstr "AnimFrame (INSTANCED1.x)"

#: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1
msgid "Tangent (TANGENT.xyzw)"
msgstr "切线 (TANGENT.xyzw)"

#: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1
msgid "Surface Level"
msgstr "表面位置"

#: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Linear Drag"
msgstr "线性阻尼"

#: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1
msgid "Flow Angle"
msgstr "流角度"

#: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1
msgid "Flow Magnitude"
msgstr "流强度"

#: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1
msgid "Flow Variation"
msgstr "流变化"

#: Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "The normalized position in the parent rectangle that the lower left corner is anchored to."
msgstr "在父级矩形中的归一化位置，锚定点在左下角。"

#: Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "The normalized position in the parent rectangle that the upper right corner is anchored to."
msgstr "在父级矩形中的归一化位置，锚定点在右下角。"

#: Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "The pivot point specified in normalized values between 0 and 1. The pivot point is the origin of this rectangle. Rotation and scaling are around this point."
msgstr "表示为归一化值 0 到 1 之间的轴心点。轴心点是此矩形的原点。旋转和缩放都围绕此点。"

#: Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "The local scaling of this Game Object relative to the parent. This scales everything including image borders and text."
msgstr "游戏对象相对于父级的局部缩放。此选项缩放所有，包括图像边框和和文本。"

#: Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "Anchors"
msgstr "锚点"

#: Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "Pos X"
msgstr "位置 X"

#: Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "Pos Y"
msgstr "位置 Y"

#: Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "Pos Z"
msgstr "位置 Z"

#: Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "W Delta"
msgstr "W 增量"

#: Editor/Mono/Inspector/RectTransformEditor.cs:1
msgid "H Delta"
msgstr "H 差值"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
msgid "Agent Type"
msgstr "代理类型"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
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:1
msgid "Base Offset"
msgstr "基准偏移 X"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
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:1
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:1
msgid "Angular Speed"
msgstr "角速度"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
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:1
msgid "Acceleration"
msgstr "加速"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
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:1
msgid "Stopping Distance"
msgstr "停止距离"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
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:1
msgid "Auto Braking"
msgstr "自动刹车"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
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:1
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:1
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:1
msgid "Quality"
msgstr "质量"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
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:1
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:1
msgid "Auto Traverse Off Mesh Link"
msgstr "自动通过分离网格链接"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
msgid "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:1
msgid "Auto Repath"
msgstr "自动重新寻路"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
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:1
msgid "Area Mask"
msgstr "区域遮罩"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
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:1
msgid "Steering"
msgstr "转向"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
msgid "Obstacle Avoidance"
msgstr "障碍躲避"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
msgid "Path Finding"
msgstr "寻路"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
msgid "Obstacle Avoidance Type"
msgstr "障碍躲避类型"

#: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1
msgid "Avoidance Priority"
msgstr "避让优先级"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Specifies the current type of light. Possible types are Directional, Spot, Point, and Area lights."
msgstr "指定当前的光源类型。可能的类型是“方向”光、“点”光源、“聚光灯”和“区域光”。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Specifies the shape of the Area light. Possible types are Rectangle and Disc."
msgstr "指定区域光的形状。可能的类型为“矩形”和“圆盘”。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls how far the light is emitted from the center of the object."
msgstr "控制光线从物体中心发出的距离。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Spot Angle"
msgstr "聚光灯角度"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the angle in degrees at the base of a Spot light's cone."
msgstr "控制“聚光灯”锥体底部的角度。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Inner / Outer Spot Angle"
msgstr "内部/外部聚光灯角度"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the inner and outer angle in degrees, at the base of a Spot light's cone."
msgstr "控制“聚光灯”锥体底部的内角和外角角度。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the color being emitted by the light."
msgstr "制灯光发出的颜色。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Use color temperature mode"
msgstr "使用色温模式"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Choose between RGB and temperature mode for light's color."
msgstr "为灯光颜色选择 RGB 或温度模式。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Filter"
msgstr "过滤器"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "A colored gel can be put in front of the light source to tint the light."
msgstr "可将有色凝胶放在光源前面以使光线着色。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Temperature"
msgstr "温度"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Also known as CCT (Correlated color temperature). The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K"
msgstr "也称为 CCT（相关色温）。从某个理想黑体发射的电磁辐射的色温定义为其以开尔文表示的表面温度。白色为 6500K"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the brightness of the light. Light color is multiplied by this value."
msgstr "控制灯光亮度。浅色乘以此值。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Specifies the light mode used to determine if and how a light will be baked. Possible modes are Baked, Mixed, and Realtime."
msgstr "指定用于确定灯光是否进行烘焙以及如何进行烘焙的光照模式。可能的模式有“烘焙”、“混合”和“实时”。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Indirect Multiplier"
msgstr "间接乘数"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the intensity of indirect light being contributed to the scene. A value of 0 will cause Realtime lights to be removed from realtime global illumination and Baked and Mixed lights to no longer emit indirect lighting. Has no effect when both Realtime and Baked Global Illumination are disabled."
msgstr "控制作用于“场景”的间接光的强度。值为 0 将导致“实时”灯光从实时全局照明中移除，而“烘焙”和“混合”灯光将不再发出间接照明。“实时”和“烘焙全局”照明均被禁用时无效。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Shadow Type"
msgstr "阴影类型"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Specifies whether Hard Shadows, Soft Shadows, or No Shadows will be cast by the light."
msgstr "指定灯光投射的是“硬阴影”、“软阴影”还是“无阴影”。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Specifies whether Soft Shadows or No Shadows will be cast by the light."
msgstr "指定光照投射的是“软阴影”还是“无阴影”。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Realtime Shadows"
msgstr "实时阴影"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Settings for realtime direct shadows."
msgstr "设置实时直接阴影。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls how dark the shadows cast by the light will be."
msgstr "控制灯光投射的阴影暗度。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the rendered resolution of the shadow maps. A higher resolution will increase the fidelity of shadows at the cost of GPU performance and memory usage."
msgstr "控制阴影贴图的渲染分辨率。较高的分辨率会以 GPU 性能和内存使用为代价，增加阴影的保真度。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the distance at which the shadows will be pushed away from the light. Useful for avoiding false self-shadowing artifacts."
msgstr "控制阴影被推离光线的距离。可以用来避免错误的自阴影伪影。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls distance at which the shadow casting surfaces will be shrunk along the surface normal. Useful for avoiding false self-shadowing artifacts."
msgstr "控制阴影投射表面沿曲面法线收缩的距离。可以用来避免错误的自阴影伪影。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the value for the near clip plane when rendering shadows. Currently clamped to 0.1 units or 1% of the lights range property, whichever is lower."
msgstr "控制渲染阴影时近剪辑平面的值。目前钳制为 0.1 单位或者灯光范围属性的 1％，以两者中较低者为准。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Baked Shadow Radius"
msgstr "烘焙阴影半径"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the amount of artificial softening applied to the edges of shadows cast by the Point or Spot light."
msgstr "控制应用于“点”或“聚光灯”投射的阴影边缘的人工软化量。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Baked Shadow Angle"
msgstr "烘焙阴影角度"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the amount of artificial softening applied to the edges of shadows cast by directional lights."
msgstr "控制应用于方向光源投射的阴影边缘的人工软化量。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Specifies the Texture mask to cast shadows, create silhouettes, or patterned illumination for the light."
msgstr "指定为灯光投射阴影、创建轮廓或图案照明的“纹理”遮罩。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Cookie Size"
msgstr "剪影大小"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the size of the cookie mask currently assigned to the light."
msgstr "控制当前分配给灯光的剪影遮罩的大小。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Draw Halo"
msgstr "绘制光晕"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "When enabled, draws a spherical halo of light with a radius equal to the lights range value."
msgstr "启用后，会绘制一个半径等于灯光范围值的球形光晕。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Specifies the flare object to be used by the light to render lens flares in the scene."
msgstr "指定被灯光用来渲染场景中的镜头光晕的光晕对象。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Specifies the importance of the light which impacts lighting fidelity and performance. Options are Auto, Important, and Not Important. This only affects Forward Rendering."
msgstr "指定影响照明保真度和性能的灯光的重要性。选项包括“自动”、“重要”和“不重要”。该选项仅仅会影响“正向渲染”。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Specifies which layers will be affected or excluded from the light's effect on objects in the scene."
msgstr "指定哪些层将受到灯光对场景中对象的影响、哪些层将不受灯光对场景中对象的影响。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Mask that can be used with SRP when drawing shadows to filter renderers outside of the normal layering system."
msgstr "可以在绘制阴影时与 SRP 一起用来对常规分层系统之外的渲染器进行过滤的遮罩。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the width in units of the area light."
msgstr "以区域光为单位控制宽度。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the height in units of the area light."
msgstr "以区域光为单位控制高度。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Controls the radius in units of the disc area light."
msgstr "以圆盘区域光为单位控制半径。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Light mode is currently overridden to Realtime mode. Enable Baked Global Illumination to use Mixed or Baked light modes."
msgstr "光照模式当前被覆盖为“实时”模式。启用“烘焙全局照明”使用“混合”或“烘焙”光照模式。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Realtime indirect bounce shadowing is not supported for Spot and Point lights."
msgstr "“点光源”不支持实时间接反射阴影。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Cookie textures for spot lights should be set to clamp, not repeat, to avoid artifacts."
msgstr "用于聚光灯的剪影必须设置为钳制、无重复，以避免产生伪影。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "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”&gt;“编辑器”&gt;“启用烘焙剪影支持”中启用该功能"

#: Editor/Mono/Inspector/LightEditor.cs:1
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”&gt;“编辑器”&gt;“启用烘焙剪影支持”中启用该功能"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Light mode is currently overridden to Realtime mode. The current render pipeline doesn't support Mixed mode and/or any of the lighting modes."
msgstr "光照模式当前被覆盖为“实时”模式。当前渲染管道不支持“混合”模式和/或任何照明模式。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Light mode is currently overridden to Realtime mode. The current render pipeline doesn't support Baked mode."
msgstr "光照模式当前被覆盖为“实时”模式。当前渲染管道不支持“烘焙”模式。"

#: Editor/Mono/Inspector/LightEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Mixed"
msgstr "混合"

#: Editor/Mono/Inspector/LightEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Spot"
msgstr "聚光"

#: Editor/Mono/Inspector/LightEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Area (baked only)"
msgstr "区域（仅烘焙）"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Rectangle"
msgstr "矩形"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Disc"
msgstr "圆盘"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Lighting has been disabled in at least one Scene view. Any changes applied to lights in the Scene will not be updated in these views until Lighting has been enabled again."
msgstr "已经在至少一个“场景”视图中禁用了照明。再次启用“照明”之前，应用于“场景”中灯光的任何更改均不会在这些视图中更新。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Only the Progressive lightmapper supports Disc lights. The Enlighten lightmapper doesn't so please consider using a different light shape instead or switch to Progressive in the Lighting window."
msgstr "只有渐进光照贴图支持圆盘光源。Enlighten 光照贴图不提供此支持，请考虑改用其他光源形状，或者在“光照”窗口中切换到“渐进”。"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Area Size X"
msgstr "区域大小 X"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Area Size Y"
msgstr "区域大小 Y"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Use Color Temperature"
msgstr "使用色温"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Bounce Intensity"
msgstr "反弹强度"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Cookie Prop"
msgstr "剪影支柱"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Halo"
msgstr "光晕"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Shadows Type"
msgstr "阴影类型"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Baked Shadow Radius Prop"
msgstr "烘焙阴影半径支柱"

#: Editor/Mono/Inspector/LightEditor.cs:1
msgid "Shadows Resolution"
msgstr "阴影分辨率"

#: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1
msgid "Number of bones to use per vertex during skinning."
msgstr "在蒙皮期间每个顶点使用的骨骼数量。"

#: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1
msgid "If an accurate bounding volume representation should be calculated every frame. "
msgstr "如果应该每帧计算精确的边界体积表示。"

#: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1
msgid "Note that BlendShape weight range is clamped. This can be disabled in Player Settings."
msgstr "请注意，BlendShape 权重范围受到钳制。这可以在“播放器设置”中禁用。"

#: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1
msgid "The assigned mesh 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:1
msgid "Bounds"
msgstr "边界"

#: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Body Type"
msgstr "身体类型"

#: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Simulated"
msgstr "模拟的"

#: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Use Auto Mass"
msgstr "使用自动质量"

#: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Gravity Scale"
msgstr "重力大小"

#: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1
msgid "Use Full Kinematic Contacts"
msgstr "使用完全运动学联系"

#: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Collision Detection"
msgstr "碰撞检测"

#: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Sleeping Mode"
msgstr "休眠模式"

#: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1
msgid "Interpolate"
msgstr "插值"

#: Editor/Mono/Inspector/TerrainColliderEditor.cs:1
msgid "Terrain Data"
msgstr "地形数据"

#: Editor/Mono/Inspector/TerrainColliderEditor.cs:1
msgid "The TerrainData asset that stores heightmaps, terrain textures, detail meshes and trees."
msgstr "用于存储高度图、地形纹理，细节网格和树的 TerrainData 资源。"

#: Editor/Mono/Inspector/TerrainColliderEditor.cs:1
msgid "Enable Tree Colliders"
msgstr "启用树碰撞器"

#: Editor/Mono/Inspector/TerrainColliderEditor.cs:1
msgid "When selected, Tree Colliders will be enabled."
msgstr "选中后，将启用“树木碰撞器”。"

#: Editor/Mono/Inspector/ModelInspector.cs:1
msgid "Wireframe"
msgstr "线框"

#: Editor/Mono/Inspector/ModelInspector.cs:1
msgid "Show wireframe"
msgstr "显示线框"

#: Editor/Mono/Inspector/ModelInspector.cs:1
msgid "Change display mode"
msgstr "更改显示模式"

#: Editor/Mono/Inspector/ModelInspector.cs:1
msgid "Change active UV channel"
msgstr "更改有效的 UV 通道"

#: Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "Activate"
msgstr "激活"

#: Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "Activate the constraint at the current offset from the sources."
msgstr "使用源的当前偏移量激活约束。"

#: Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "Zero"
msgstr "零"

#: Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "Activate the constraint at zero offset from the sources."
msgstr "使用源的零偏移量激活约束。"

#: Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "When set, the constraint is being evaluated."
msgstr "设置后，会评估约束。"

#: Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "When set, evaluate with the current offset. When not set, update the offset based on the current transform."
msgstr "设置后，会使用当前偏移进行评估。未设置时则根据当前转换更新偏移。"

#: Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "Sources"
msgstr "源"

#: Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "Constraint Settings"
msgstr "约束设置"

#: Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "Is Contraint Active"
msgstr "是约束活跃的"

#: Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "Is Locked"
msgstr "是锁定的"

#: Editor/Mono/Inspector/ConstraintEditorBase.cs:1
msgid "At Rest"
msgstr "静止状态"

#: Editor/Mono/Inspector/TrailRendererEditor.cs:1
msgid "The gradient describing the color along the trail."
msgstr "描述沿拖尾颜色的渐变。"

#: Editor/Mono/Inspector/TrailRendererEditor.cs:1
msgid "Trails can rotate to face their transform component or the camera. When using TransformZ mode, lines extrude along the XY plane of the Transform."
msgstr "可以旋转拖尾使其面向转换组件或相机。使用 TransformZ 模式时，线条沿着“转换”的 XY 平面突出。"

#: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1
msgid "Job Options (Experimental)"
msgstr "工作选择（实验性）"

#: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1
msgid "Allows the configuration of multi-threaded physics using the job system."
msgstr "允许使用作业系统配置多线程物理。"

#: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1
msgid "Job Options"
msgstr "作业选项"

#: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1
msgid "Always Show Colliders"
msgstr "始终显示碰撞器"

#: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1
msgid "Show Collider Sleep"
msgstr "显示碰撞器睡眠"

#: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1
msgid "Collider Awake Color"
msgstr "碰撞器唤醒颜色"

#: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1
msgid "Collider Asleep Color"
msgstr "碰撞器休眠颜色"

#: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1
msgid "Show Collider Contacts"
msgstr "显示碰撞器接触"

#: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1
msgid "Collider Contact Color"
msgstr "碰撞器接触颜色"

#: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1
msgid "Show Collider AABB"
msgstr "显示碰撞器 AABB"

#: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1
msgid "Collider AABB Color"
msgstr "碰撞器 AABB 颜色"

#: Editor/Mono/Inspector/GenericPresetLibraryInspector.cs:1
msgid "Preset libraries should be placed in an 'Editor' folder."
msgstr "预设的库应放在一个“编辑器”文件夹中。"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Size of the render texture in pixels."
msgstr "以像素为单位的渲染纹理的大小。"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Anti-aliasing"
msgstr "抗锯齿"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Number of anti-aliasing samples."
msgstr "抗锯齿样本的数量。"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Format of the color buffer."
msgstr "颜色缓冲区格式。"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Depth Buffer"
msgstr "深度缓冲区"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Format of the depth buffer."
msgstr "深度缓冲区格式。"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Enable Compatible Color Format"
msgstr "启用兼容颜色格式"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Lets the color format be changed to compatible and supported formats for the target platform automatically, if the target platform doesn't support the input format."
msgstr "如果目标平台不支持输入格式，则让颜色格式自动更改为目标平台的兼容且支持的格式。"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Is the texture 2D, Cube or 3D?"
msgstr "纹理是 2D、立方体还是 3D？"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Enable Mip Maps"
msgstr "启用 Mip 贴图"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "This render texture will have Mip Maps."
msgstr "此渲染纹理将具有“Mip 图”。"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Bind multisampled"
msgstr "绑定多重采样"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "If enabled, the texture will not go through an AA resolve if bound to a shader."
msgstr "如果启用，绑定到着色器的纹理将不会通过 AA 解析。"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Auto generate Mip Maps"
msgstr "自动生成 Mip Maps"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "This render texture automatically generates its Mip Maps."
msgstr "此渲染纹理会自动生成其“Mip 贴图”。"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "sRGB (Color RenderTexture)"
msgstr "sRGB（颜色渲染纹理）"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "RenderTexture content is stored in gamma space. Non-HDR color textures should enable this flag."
msgstr "RenderTexture 内容存储在 gamma 空间中。非-HDR 颜色纹理应启用此标志。"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Dynamic Scaling"
msgstr "动态缩放"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Allow the texture to be automatically resized by ScalableBufferManager, to support dynamic resolution."
msgstr "允许 ScalableBufferManager 自动调整纹理大小，以支持动态分辨率。"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "2 samples"
msgstr "2 样本"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "4 samples"
msgstr "4 样本"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "8 samples"
msgstr "8 样本"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Enable Mipmaps"
msgstr "启用 Mipmaps"

#: Editor/Mono/Inspector/RenderTextureEditor.cs:1
msgid "Auto Generates Mipmaps"
msgstr "自动生成 Mipmaps"

#: Editor/Mono/Inspector/AnimatorInspector.cs:1
msgid "Apply Root Motion"
msgstr "应用根运动"

#: Editor/Mono/Inspector/AnimatorInspector.cs:1
msgid "Culling Mode"
msgstr "剔除模式"

#: Editor/Mono/Inspector/AnimatorInspector.cs:1
msgid "Avatar"
msgstr "Avatar"

#: Editor/Mono/Inspector/EdgeCollider2DEditor.cs:1
msgid "Use Adjacent Start Point"
msgstr "使用相邻起点"

#: Editor/Mono/Inspector/EdgeCollider2DEditor.cs:1
msgid "Adjacent Start Point"
msgstr "相邻起点"

#: Editor/Mono/Inspector/EdgeCollider2DEditor.cs:1
msgid "Use Adjacent End Point"
msgstr "使用相邻终点"

#: Editor/Mono/Inspector/EdgeCollider2DEditor.cs:1
msgid "Adjacent End Point"
msgstr "相邻终点"

#: Editor/Mono/Inspector/Effector2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Use Collider Mask"
msgstr "使用碰撞器遮罩"

#: Editor/Mono/Inspector/Effector2DEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Collider Mask"
msgstr "碰撞器遮罩"

#: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Log Shader Compilation"
msgstr "记录着色器编译"

#: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "When enabled, the player will print shader information each time a shader is being compiled (development and debug mode only)."
msgstr "启用后，播放器将在每次编译着色器时打印着色器信息（仅限开发和调试模式）。"

#: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Open Editor..."
msgstr "打开编辑器…"

#: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Close Editor"
msgstr "关闭编辑器"

#: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Built-in Shader Settings"
msgstr "内置着色器设置"

#: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Shader Stripping"
msgstr "着色器剥离"

#: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Shader Loading"
msgstr "着色器加载"

#: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Camera Settings"
msgstr "摄像机设置"

#: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Scriptable Render Pipeline Settings"
msgstr "可编写脚本的渲染管道设置"

#: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1
msgid "Scriptable Render Pipeline"
msgstr "可编写脚本的渲染管道"

#: Editor/Mono/Inspector/TransformInspector.cs:1
msgid "Due to floating-point precision limitations, it is recommended to bring the world coordinates of the GameObject within a smaller range."
msgstr "由于浮点精度限制，推荐将游戏对象的世界坐标放置在一个更小的范围内。"

#: Editor/Mono/Inspector/TransformInspector.cs:1
msgid "The local position of this GameObject relative to the parent."
msgstr "此游戏对象相对于父级的局部位置。"

#: Editor/Mono/Inspector/TransformInspector.cs:1
msgid "The local scaling of this GameObject relative to the parent."
msgstr "此游戏对象相对于父级的局部缩放。"

#: Editor/Mono/Inspector/TransformInspector.cs:1
msgid "The local rotation of this GameObject relative to the parent."
msgstr "此游戏对象相对于父级的局部旋转。"

#: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:1
msgid "Use GUID"
msgstr "使用 GUID"

#: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:1
msgid "Use the Assembly Definition asset GUID instead of name for referencing. Allows the referenced assembly to be renamed without having to update references."
msgstr "使用“程序集定义”资源 GUID 而不是名称进行引用。允许重命名引用的程序集，而无需更新引用。"

#: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Assembly Definition"
msgstr "程序集定义"

#: [MenuItem]Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:1
msgid "AssemblyDefinitionReferenceImporter"
msgstr "AssemblyDefinitionReferenceImporter"

#: Editor/Mono/Inspector/LineRendererPositionsView.cs:1
msgid "Moving an array element will copy the complete array to all other selected objects."
msgstr "移动数组元素会将完整数组复制到所有其他选定对象。"

#: Editor/Mono/Inspector/LineRendererPositionsView.cs:1
msgid "Unique values in the different selected objects will be lost"
msgstr "不同选定对象中的唯一值将丢失"

#: Editor/Mono/Inspector/LineRendererCurveEditor.cs:1
msgid "The multiplier applied to the curve, describing the width (in world space) along the line."
msgstr "应用于描述沿线宽度（在世界空间中）的曲线的乘数。"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Volume Rolloff"
msgstr "音量衰减"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Which type of rolloff curve to use"
msgstr "使用的衰减曲线类型"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "AudioClip"
msgstr "AudioClip"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "The AudioClip asset played by the AudioSource. Can be undefined if the AudioSource is generating a live stream of audio via OnAudioFilterRead."
msgstr "通过 AudioSource 播放的 AudioClip 资源。如果 AudioSource 正在通过 OnAudioFilterRead 生成实时音频流，可以不预定义。"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Stereo Pan"
msgstr "立体声像"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Only valid for Mono and Stereo AudioClips. Mono sounds will be panned at constant power left and right. Stereo sounds will have each left/right value faded up and down according to the specified pan value."
msgstr "仅对单声道和立体声 AudioClips 有效。单声道声音会以恒定功率对左右进行声相处理。立体声声音会根据指定的声相值分别对左/右值进行渐强或渐弱处理。"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Spatial Blend"
msgstr "空间混合"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Sets how much this AudioSource is treated as a 3D source. 3D sources are affected by spatial position and spread. If 3D Pan Level is 0, all spatial attenuation is ignored."
msgstr "设置此 AudioSource 被视为 3D 源的程度。 3D 源会受到空间位置和传播的影响。如果 “3D Pan 级别”为 0，则忽略所有空间衰减。"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Reverb Zone Mix"
msgstr "混响区混音"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Sets how much of the signal this AudioSource is mixing into the global reverb associated with the zones. [0, 1] is a linear range (like volume) while [1, 1.1] lets you boost the reverb mix by 10 dB."
msgstr "设置此 AudioSource 混合到关联区域的全局混响中的信号量。 [0, 1]是线性范围（如音量），而[1, 1.1]可以将混响混音提高 10 dB。"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Doppler Level"
msgstr "多普勒级别"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Specifies how much the pitch is changed based on the relative velocity between AudioListener and AudioSource."
msgstr "根据 AudioListener 和 AudioSource 之间的相对速度，指定音调改变量。"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Spread"
msgstr "扩张"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Sets the spread of a 3d sound in speaker space"
msgstr "设置扬声器空间中 3d 声音的扩展"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Set whether the sound should play through an Audio Mixer first or directly to the Audio Listener"
msgstr "设置声音是首先通过“音频混合器”播放还是直接播放到“音频监听器”"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Sets the overall volume of the sound."
msgstr "设置声音的整体音量。"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Pitch"
msgstr "音调"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Sets the frequency of the sound. Use this to slow down or speed up the sound."
msgstr "设置声音的频率。使用此选项可对声音减速或加速。"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Sets the priority of the source. Note that a sound with a larger priority value will more likely be stolen by sounds with smaller priority values."
msgstr "设置源的优先级。请注意，优先级值较大的声音更有可能被具有优先级值较小的声音窃取。"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Spatialize"
msgstr "空间化"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Enables or disables custom spatialization for the AudioSource."
msgstr "启用或禁用 AudioSource 自定义空间化。"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Spatialize Post Effects"
msgstr "空间化后期效果"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Determines if the custom spatializer is applied before or after the effect filters attached to the AudioSource. This flag only has an effect if the spatialize flag is enabled on the AudioSource."
msgstr "确定是在效果过滤器附加到 AudioSource 之前还是之后应用自定义 spatializer。只有 AudioSource 上启用了 spatialize 标志后，该标志才会起作用。"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "High"
msgstr "高"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Low"
msgstr "低"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Audio Clip"
msgstr "音频剪辑"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Output Audio Mixer Group"
msgstr "输出音频混合器组"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Bypass Effects"
msgstr "绕过效果"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Bypass Listener Effects"
msgstr "绕过监听器效果"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Bypass Reverb Zones"
msgstr "绕过混响区域"

#: Editor/Mono/Inspector/AudioSourceInspector.cs:1
msgid "Rolloff Mode"
msgstr "衰减模式"

#: Editor/Mono/Inspector/ShaderInspector.cs:1
msgid "Show generated code"
msgstr "显示生成的代码"

#: Editor/Mono/Inspector/ShaderInspector.cs:1
msgid "Show generated code of a surface shader"
msgstr "显示某个表面着色器的生成代码"

#: Editor/Mono/Inspector/ShaderInspector.cs:1
msgid "Show generated code of a fixed function shader"
msgstr "显示某个固定功能着色器的生成代码"

#: Editor/Mono/Inspector/ShaderInspector.cs:1
msgid "Compile and show code \\u007C \\u25BE"
msgstr "编译并显示代码 \\u007C \\u25BE"

#: Editor/Mono/Inspector/ShaderInspector.cs:1
msgid "no"
msgstr "无"

#: Editor/Mono/Inspector/ShaderInspector.cs:1
msgid "Built-in shader"
msgstr "内置着色器"

#: Editor/Mono/Inspector/ShaderInspector.cs:1
msgid "..."
msgstr "..."

#: Editor/Mono/Inspector/ShaderInspector.cs:1
msgid "Copy error text"
msgstr "复制错误文本"

#: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:1
msgid "Cutoff Frequency"
msgstr "截止频率"

#: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:1
msgid "Lowpass Resonance Q"
msgstr "低通共振 Q"

#: Editor/Mono/Inspector/PointEffector2DEditor.cs:1
msgid "Distance Scale"
msgstr "距离比例"

#: Editor/Mono/Inspector/PointEffector2DEditor.cs:1
msgid "Force Source"
msgstr "力来源"

#: Editor/Mono/Inspector/PointEffector2DEditor.cs:1
msgid "Force Mode"
msgstr "力模式"

#: Editor/Mono/Inspector/AudioHighPassFIlterInspector.cs:1
msgid "CutOffFrequency"
msgstr "CutOffFrequency"

#: Editor/Mono/Inspector/AudioHighPassFIlterInspector.cs:1
msgid "Sets the cut off frequency of High Pass filter"
msgstr "设置高通滤波器的截止频率"

#: Editor/Mono/Inspector/AudioHighPassFIlterInspector.cs:1
msgid "Highpass Resonance Q"
msgstr "高通共振品质"

#: Editor/Mono/Inspector/AvatarPreview.cs:1
msgid "IK"
msgstr "IK"

#: Editor/Mono/Inspector/AvatarPreview.cs:1
msgid "Toggles feet IK preview"
msgstr "切换脚 IK 预览"

#: Editor/Mono/Inspector/AvatarPreview.cs:1
msgid "Unity Model"
msgstr "Unity 模型"

#: Editor/Mono/Inspector/AvatarPreview.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Displays avatar's pivot and mass center"
msgstr "显示 Avatar 的轴心和质心"

#: Editor/Mono/Inspector/AvatarPreview.cs:1
msgid "Toggles 2D preview mode"
msgstr "切换 2D 预览模式"

#: Editor/Mono/Inspector/AvatarPreview.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Changes the model to use for previewing."
msgstr "更改模型用于预览。"

#: Editor/Mono/Inspector/AvatarPreview.cs:1
msgid "xxxxxx"
msgstr "xxxxxx"

#: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1
msgid "Roll"
msgstr "滚动"

#: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1
msgid "Specifies the roll angle in degrees."
msgstr "指定以度为单位的侧倾角。"

#: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1
msgid "Use Up Object"
msgstr "使用向上对象"

#: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1
msgid "Specifies how the world up vector should be computed. Either use the World Up Object or the Roll value"
msgstr "指定应如何计算世界的正向矢量。计算时使用的是“世界上方向对象”或“滚动”值。"

#: Editor/Mono/Inspector/CanvasRendererEditor.cs:1
msgid "Cull Transparent Mesh"
msgstr "剔除透明网格"

#: Editor/Mono/Inspector/CanvasRendererEditor.cs:1
msgid "Cull if the vertex color alpha is close to zero for every vertex of the mesh."
msgstr "如果网格每个顶点的顶点颜色 Alpha 接近零，则进行剔除。"

#: Editor/Mono/Inspector/CanvasRendererEditor.cs:1
msgid "Cull Transparent Mesh Property"
msgstr "剔透透明网格属性"

#: Editor/Mono/Inspector/ScaleConstraintEditor.cs:1
msgid "Scale At Rest"
msgstr "静止缩放"

#: Editor/Mono/Inspector/ScaleConstraintEditor.cs:1
msgid "Scale Offset"
msgstr "缩放偏移"

#: Editor/Mono/Inspector/ScaleConstraintEditor.cs:1
msgid "Freeze Scaling Axes"
msgstr "冻结缩放轴"

#: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1
msgid "Auto Mixer Suspend"
msgstr "自动混合器挂起"

#: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1
msgid "Enables/disables suspending of processing in order to save CPU when the RMS signal level falls under the defined threshold (in dB). Mixers resume processing when an AudioSource referencing them starts playing again."
msgstr "RMS 信号水平低于定义的阈值（单位：dB）时，启用/禁用处理暂停，以便节约 CPU。当引用混合器的 AudioSource 再次开始播放时，这些音频混合器将恢复处理。"

#: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1
msgid "    Threshold Volume"
msgstr "阈值音量"

#: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1
msgid "The level of the Master Group at which the mixer suspends processing in order to save CPU. Mixers resume processing when an AudioSource referencing them starts playing again."
msgstr "令混合器为节省 CPU 而暂停处理的主组级别。当引用混合器的 AudioSource 再次开始播放时，混和器会恢复处理。"

#: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1
msgid "Update AudioMixer transitions with game time or unscaled realtime."
msgstr "用游戏时间或未缩放的实时更新 AudioMixer 过渡。"

#: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1
msgid "Enable Suspend"
msgstr "启用挂起"

#: Editor/Mono/Inspector/MeshColliderEditor.cs:1
msgid "Is this collider a trigger? Triggers are only supported on convex colliders."
msgstr "此碰撞器是一个触发器吗？仅凸面碰撞器支持触发器。"

#: Editor/Mono/Inspector/MeshColliderEditor.cs:1
msgid "Convex"
msgstr "凸面"

#: Editor/Mono/Inspector/MeshColliderEditor.cs:1
msgid "Is this collider convex?"
msgstr "碰撞器是凸面的吗？"

#: Editor/Mono/Inspector/MeshColliderEditor.cs:1
msgid "Cooking Options"
msgstr "烹饪选项"

#: Editor/Mono/Inspector/MeshColliderEditor.cs:1
msgid "Options affecting the result of the mesh processing by the physics engine."
msgstr "影响物理引擎网格处理结果的选项。"

#: Editor/Mono/Inspector/Texture3DInspector.cs:1
msgid "Ramp"
msgstr "渐变"

#: Editor/Mono/Inspector/Texture3DInspector.cs:1
msgid "Use gradient color ramp visualization"
msgstr "使用渐变式颜色渐变可视化"

#: Editor/Mono/Inspector/Texture3DInspector.cs:1
msgid "Sample per texture pixel modifier"
msgstr "每纹理像素采样修改器"

#: Editor/Mono/Inspector/Texture3DInspector.cs:1
msgid "Opacity of the texture visualization"
msgstr "纹理可视化不透明度"

#: Editor/Mono/Inspector/Texture3DInspector.cs:1
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/Texture3DInspector.cs:1
msgid "SDF surface is at this value"
msgstr "SDF 表面为此值"

#: Editor/Mono/Inspector/Texture3DInspector.cs:1
msgid "Volumetric rendering display"
msgstr "体积渲染显示"

#: Editor/Mono/Inspector/Texture3DInspector.cs:1
msgid "Display three planar slices of the texture"
msgstr "显示纹理的三个平面切片"

#: Editor/Mono/Inspector/Texture3DInspector.cs:1
msgid "SDF"
msgstr "SDF"

#: Editor/Mono/Inspector/Texture3DInspector.cs:1
msgid "Display texture as a Signed Distance Field surface"
msgstr "将纹理显示为 Signed Distance Field 表面"

#: Editor/Mono/Inspector/SpriteFrameInspector.cs:1
msgid "The name for the Sprite."
msgstr "Sprite 的名称。"

#: Editor/Mono/Inspector/SpriteFrameInspector.cs:1
msgid "The value is normalized to the Sprite's size where (0, 0) is the lower left and (1, 1) is the upper right. May be used for syncing animation frames of different sizes."
msgstr "该值归一化为 Sprite 的大小，其中 (0, 0) 表示左下角，(1, 1) 表示右上角。可用于同步不同大小的动画帧。"

#: Editor/Mono/Inspector/SpriteFrameInspector.cs:1
msgid "Border values for the Sprite set in Sprite Editor window. May be useful for 9-Slicing Sprites."
msgstr "“Sprite 编辑器”窗口中设置的 Sprite 边框值。可能对 9 切片 Sprites 很有用。"

#: Editor/Mono/Inspector/SpriteFrameInspector.cs:1
msgid "X:{0:0.##}, Y:{1:0.##}"
msgstr "X:{0:0.##} Y:{1:0.##}"

#: Editor/Mono/Inspector/SpriteFrameInspector.cs:1
msgid "L:{0:0.##} B:{1:0.##} R:{2:0.##} T:{3:0.##}"
msgstr "L:{0:0.##} B:{1:0.##} R:{2:0.##} T:{3:0.##}"

#: Editor/Mono/Inspector/SpriteFrameInspector.cs:1
msgid "-"
msgstr "-"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Shader Pass used to update the Custom Render Texture."
msgstr "用于更新“自定义渲染纹理”的着色器通道。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Swap (Double Buffer)"
msgstr "交换（双缓冲）"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "If ticked, and if the texture is double buffered, a request is made to swap the buffers before the next update. If this is not ticked, the buffers will not be swapped."
msgstr "如果勾选且纹理是双缓冲，则在下次更新之前请求交换缓冲区。如果未勾选，则不会交换缓冲区。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Specify how the texture should be updated."
msgstr "指定如何更新纹理。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Period"
msgstr "期间"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Period in seconds at which real-time textures are updated (0.0 will update every frame)."
msgstr "以秒为单位的更新实时纹理的时间（0.0 将更新每帧）。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "If ticked, the Custom Render Texture is double buffered so that you can access it during its own update. If unticked, the Custom Render Texture will be not be double buffered."
msgstr "如果勾选，则”自定义渲染纹理”将被双缓冲，以便您在其自己的更新期间访问。如果未勾选，则“自定义渲染纹理”将不会被双缓冲。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Specify how the texture should be initialized."
msgstr "指定如何初始化纹理。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Specify if the texture is initialized by a Material or by a Texture and a Color."
msgstr "指定纹理是由“材质”初始化，还是由“纹理”和“颜色”初始化。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Color with which the Custom Render Texture is initialized."
msgstr "“自定义渲染纹理”初始化颜色。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Texture with which the Custom Render Texture is initialized (multiplied by the initialization color)."
msgstr "用于初始化“自定义渲染纹理”的纹理（乘以初始化颜色）。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Material with which the Custom Render Texture is initialized."
msgstr "用于初始化“自定义渲染纹理”的材质。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Space in which the update zones are expressed (Normalized or Pixel space)."
msgstr "表示更新区域的空间（“规范化”或“像素”空间）。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "List of partial update zones."
msgstr "部分更新区域列表。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Cubemap Faces"
msgstr "立方体贴图面"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Enable or disable rendering on each face of the cubemap."
msgstr "在立方体贴图的每个面上启用或禁用渲染。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Center of the partial update zone."
msgstr "部分更新区域中心。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Size of the partial update zone."
msgstr "部分更新区域的大小。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Rotation of the update zone."
msgstr "更新区域旋转。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "If ticked, Update zones will wrap around the border of the Custom Render Texture. If unticked, Update zones will be clamped at the border of the Custom Render Texture."
msgstr "如果勾选，“更新”区域将环绕”自定义渲染纹理”边界包裹。如果未勾选，则“更新”区域将被夹在”自定义渲染纹理”边界。"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "OnDemand"
msgstr "OnDemand"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Texture and Color"
msgstr "纹理和颜色"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Normalized"
msgstr "已经归一化"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Pixel"
msgstr "像素"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "+Z"
msgstr "+Z"

#: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "-Z"
msgstr "-Z"

#: [MenuItem]Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "CustomRenderTexture"
msgstr "CustomRenderTexture"

#: [MenuItem]Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1
msgid "Export"
msgstr "导出"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Definition"
msgstr "定义"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Choose between Create From This Model, Copy From Other Avatar. The first one creates a Mask for this file and the second one uses a Mask from another file to import animation."
msgstr "选择“从此模型创建”，或者“从其他 Avatar 复制”。第一个选项会为此文件创建一个“遮罩”，第二个选项会用另一个文件中的“遮罩”导入动画。"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Create From This Model"
msgstr "从此模型创建"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Create a Mask based on the model from this file. For Humanoid rig all the human transforms are always imported and converted to muscle curve, thus they cannot be unchecked."
msgstr "根据此文件中的模型创建一个“遮罩”。对于人形骨架，所有人形变换总是被导入并转换为肌肉曲线，因此它们不能被取消选中。"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Copy From Other Mask"
msgstr "从其他遮罩复制"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Copy a Mask from another file to import animation clip."
msgstr "从另一个文件复制“遮罩”以导入动画片段。"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "None "
msgstr "无"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid " Import Everything"
msgstr "导入所有"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Select from which AvatarMask the animation should take the mask information"
msgstr "选择动画应从哪个 AvatarMask 获取遮罩信息"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Create Mask"
msgstr "创建遮罩"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Create a new mask from this model avatar."
msgstr "从此模型 Avatar 创建新遮罩。"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Use skeleton from"
msgstr "使用来自以下位置的骨骼："

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "The selected avatar is never linked here and only used to populate the list of transform."
msgstr "所选的 Avatar 从未链接到此处，仅用于填充变换列表。"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Import skeleton"
msgstr "导入骨架"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Generates new transform data based on the selected avatar skeleton"
msgstr "基于所选的 Avatar 骨架生成新的变换数据"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Humanoid"
msgstr "人形"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Define which body part are active. Also define which animation curves will be imported for an Animation Clip."
msgstr "定义哪些身体部位是活动的。并定义为“动画剪辑”导入哪些动画曲线。"

#: Editor/Mono/Inspector/AvatarMaskInspector.cs:1
msgid "Define which transform are active. Also define which animation curves will be imported for an Animation Clip."
msgstr "定义哪些转换是活动的。并定义为“动画剪辑”导入哪些动画曲线。"

#: Editor/Mono/Inspector/BillboardAssetInspector.cs:1
msgid "Shaded"
msgstr "已着色"

#: Editor/Mono/Inspector/PreviewWindow.cs:1
msgid "Dock Preview to Inspector"
msgstr "将预览窗口停靠到检查器窗口"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Immovable"
msgstr "不可移动"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Use Gravity"
msgstr "使用重力"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Compute Parent Anchor"
msgstr "计算父锚点"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Anchor Position"
msgstr "锚点位置"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Parent Anchor Position"
msgstr "父锚点位置"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Articulation Joint Type"
msgstr "铰接关节类型"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Linear Damping"
msgstr "线性阻尼"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Angular Damping"
msgstr "角阻尼"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Joint Friction"
msgstr "关节摩擦"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Lower Limit"
msgstr "下限"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Upper Limit"
msgstr "上限"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Damping"
msgstr "阻尼"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Force Limit"
msgstr "力限制"

#: Editor/Mono/Inspector/ArticulationBodyEditor.cs:1
msgid "Target Velocity"
msgstr "目标速度"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Proxy Volume Resolution"
msgstr "代理卷解析"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Specifies the resolution of the 3D grid of interpolated light probes. Higher resolution/density means better lighting, but the CPU cost will increase."
msgstr "指定插值光照探测器 3D 网格的分辨率。更高的分辨率/密度意味着更好的光照，但会增加 CPU 成本。"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "The 3D grid resolution on the X axis."
msgstr "X 轴上的 3D 网格分辨率。"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
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:1
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:1
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:1
msgid "Origin"
msgstr "起始位置"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
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:1
msgid "Bounding Box Mode"
msgstr "包围盒模式"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "The mode in which the bounding box is computed. A 3D grid of interpolated light probes will be generated inside this bounding box.\n\nAutomatic Local - the local-space bounding box of the Renderer is used.\n\nAutomatic Global - a bounding box is computed which encloses the current Renderer and all the Renderers down the hierarchy that have the Light Probes property set to Use Proxy Volume. The bounding box will be world-space aligned.\n\nCustom - a custom bounding box is used. The bounding box is specified in the local-space of the game object."
msgstr "计算边界框的模式。将在该边界框内生成内插光照探测器的一个 3D 网格。\n\n自动本地 - 使用渲染器的本地空间边界框。\n\n自动全局 - 计算一个封装当前渲染器和层次结构中所有“渲染器”的边界框，层次结构中“光照探测器”的属性设置为“使用代理体”。边界框将与世界空间对齐。\n\n自定义 - 使用自定义边界框。边界框在游戏对象的局部空间中指定。"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Resolution Mode"
msgstr "分辨率模式"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "The mode in which the resolution of the 3D grid of interpolated light probes is specified:\n\nAutomatic - the resolution on each axis is computed using a user-specified number of interpolated light probes per unit area (Density).\n\nCustom - the user can specify a different resolution on each axis."
msgstr "指定插值光照探测器 3D 网格的分辨率的模式：\n\n自动 - 使用每单位面积（密度）用户指定数量的插值光照探测器来计算每个轴上的分辨率。\n\n自定义 - 用户可以在每个轴上指定一个不同的分辨率。"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Probe Position Mode"
msgstr "探测器位置模式"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "The mode in which the interpolated probe positions are generated.\n\nCellCorner - divide the volume in cells and generate interpolated probe positions in the corner/edge of the cells.\n\nCellCenter - divide the volume in cells and generate interpolated probe positions in the center of the cells."
msgstr "生成插值探测器位置的模式。\n\nCellCorner - 在单元格中划分卷，并在单元格的角落/边缘生成插值探测器位置。\n\nCellCenter - 在单元格中划分卷，并在单元格的中心生成插值探测器位置。"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "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:1
msgid "Affects the total number of evaluated Spherical Harmonics(SH) bands for Renderers that use a Light Probe Proxy Volume:\n\nLow Quality - uses only 2 bands (L0 and L1) sampled from a LPPV texture. This option might improve the performance by not breaking batching.\n\nNormal Quality - uses all the bands to evaluate the SH. L0 and L1 are sampled from a LPPV texture and L2 is constant per Renderer."
msgstr "影响使用光照探测器代理体的渲染器评估的球谐函数 (SH) 波段的总数：\n\n低质量 - 仅使用从 LPPV 纹理采样的 2 个波段（L0 和 L1）。该选项可以通过不破坏批处理来提高性能。\n\n正常质量 - 使用全部波段评估 SH。L0 和 L1 采样于 LPPV 纹理，而 L2 对每个渲染器都是常量。"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Data Format"
msgstr "数据格式"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Affects the format of the LPPV texture."
msgstr "影响 LPPV 纹理的格式。"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Density in probes per world unit."
msgstr "每个世界单位的探测器密度。"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Bounding Box Settings"
msgstr "包围盒设置"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "In order to use the component on this game object, the Light Probes property should be set to 'Use Proxy Volume' in Renderer."
msgstr "要在此游戏对象上使用该组件，应该在“渲染器”中将“光照探测器”的属性设置为“使用代理体”。"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "The component is unused by this game object because there is no Renderer component attached."
msgstr "因为没有附加渲染器组件，所以此游戏对象没有使用该组件。"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "The scene doesn't contain any light probes. Add light probes using Light Probe Group components (menu: Component->Rendering->Light Probe Group)."
msgstr "场景中未包含任何光照探测器。使用“光照探测器组”组件添加光照探测器（菜单：“组件”->“渲染”->“光照探测器组”）。"

#: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1
msgid "Tree rendering doesn't support Light Probe Proxy Volume components."
msgstr "树的渲染不支持光照探测器代理体组件。"

#: Editor/Mono/Inspector/BlendTreeInspector.cs:1
msgid "Add Motion Field"
msgstr "添加运动域"

#: Editor/Mono/Inspector/BlendTreeInspector.cs:1
msgid "Velocity XZ"
msgstr "速度 XZ"

#: Editor/Mono/Inspector/BlendTreeInspector.cs:1
msgid "Speed And Angular Speed"
msgstr "速度与角速度"

#: Editor/Mono/Inspector/BlendTreeInspector.cs:1
msgid "Homogeneous Speed"
msgstr "均匀速度"

#: Editor/Mono/Inspector/BlendTreeInspector.cs:1
msgid "Reset Time Scale"
msgstr "重置时间比例"

#: Editor/Mono/Inspector/AddComponent/NewScriptDropdownItem.cs:1 Editor-Missing:Missing detected at runtime.
msgid "New Script"
msgstr "新建脚本"

#: Editor/Mono/Inspector/AddComponent/AddComponentGUI.cs:1
msgid "Create and Add"
msgstr "创建并添加"

#: Editor/Mono/Inspector/AddComponent/AddComponentDataSource.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Search"
msgstr "搜索"

#: Editor/Mono/Inspector/AddComponent/AddComponentDataSource.cs:1
msgid "New script"
msgstr "新建脚本"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "General GI"
msgstr "常规 GI"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Settings used in both Precomputed Realtime Global Illumination and Baked Global Illumination."
msgstr "“预计算实时全局照明”和“烘焙全局照明”中使用的设置。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Realtime GI (Deprecated)"
msgstr "实时 GI（已弃用）"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Settings used in Precomputed Realtime Global Illumination where it is precomputed how indirect light can bounce between static objects, but the final lighting is done at runtime. Lights, ambient lighting in addition to the materials and emission of static objects can still be changed at runtime. Only static objects can affect GI by blocking and bouncing light, but non-static objects can receive bounced light via light probes."
msgstr "“预计算实时全局照明”中使用的设置，其中间接光照如何在静态对象之间反弹是预先计算的，但最终照明是在运行时完成。除了材料和静态物体的发射之外，灯光和环境照明仍然可以在运行时更改。只有静态物体才能通过阻挡和反射光来影响 GI，但非静态物体可以通过光照探测器接收反射光。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Realtime lightmap resolution in texels per world unit. This value is multiplied by the realtime resolution in the Lighting window to give the output lightmap resolution. This should generally be an order of magnitude less than what is common for baked lightmaps to keep the precompute time manageable and the performance at runtime acceptable. Note that if this is made more fine-grained, then the Irradiance Budget will often need to be increased too, to fully take advantage of this increased detail."
msgstr "每世界单位纹素的实时光照贴图分辨率。此值乘以“照明”窗口中的实时分辨率，即可提供输出光照贴图分辨率。该分辨率通常应比烘焙光照贴图常见的分辨率数量级小，以便保持预计算时间的可管理性并使运行时的性能可接受。请注意，如果想要更精细的分辨率，那么通常也需要增加“辐照度预算”，以便充分利用这种增加的细节。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Cluster Resolution"
msgstr "群集分辨率"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "The ratio between the resolution of the clusters with which light bounce is calculated and the resolution of the output lightmaps that sample from these."
msgstr "计算光线反弹的集群的分辨率与进行采样的输出光照贴图的分辨率之间的比。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Irradiance Budget"
msgstr "辐照预算"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "The amount of data used by each texel in the output lightmap. Specifies how fine-grained a view of the scene an output texel has. Small values mean more averaged out lighting, since the light contributions from more clusters are treated as one. Affects runtime memory usage and to a lesser degree runtime CPU usage."
msgstr "输出光照贴图中每个纹素的数据量。该值可以指定输出纹理元素场景视图的细粒度。较小的值意味着更多的平均光照，这是因为来自更多集群的光被视为了同一道光线。该值影响运行时的内存使用情况，并在较小程度上影响运行时的 CPU 使用情况。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Irradiance Quality"
msgstr "辐照质量"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "The number of rays to cast to compute which clusters affect a given output lightmap texel - the granularity of how this is saved is defined by the Irradiance Budget. Affects the speed of the precomputation but has no influence on runtime performance."
msgstr "用于计算哪些集群影响给定的输出光照贴图纹素的投射的光线数量 - 其保存的粒度粗细由“辐照度预算”定义。该值影响预计算的速度但不影响运行时的性能。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Backface Tolerance"
msgstr "背面容差"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "The percentage of rays shot from an output texel that must hit front faces to be considered usable. Allows a texel to be invalidated if too many of the rays cast from it hit back faces (the texel is inside some geometry). In that case artefacts are avoided by cloning valid values from surrounding texels. For example, if backface tolerance is 0.0, the texel is rejected only if it sees nothing but backfaces. If it is 1.0, the ray origin is rejected if it has even one ray that hits a backface."
msgstr "被认为是可用的来自必须击中前面的输出纹素的光线的百分比。如果从其投射的太多光线击中背面（纹素在某些几何体内），则允许纹素无效。这种情况下可以通过克隆周围纹素的有效值来避免伪影。例如，如果背面公差为 0.0，则只有在看不到背面的情况下才会拒绝纹素。如果公差为 1.0，那么即使只有一条光线击中背面，也会拒绝射线起点。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Modelling Tolerance"
msgstr "模型容差"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Maximum size of gaps that can be ignored for GI."
msgstr "GI 可以忽略的最大间隙。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Edge Stitching"
msgstr "边缘拼合"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "If enabled, ensures that UV charts (aka UV islands) in the generated lightmaps blend together where they meet so there is no visible seam between them."
msgstr "如果启用，则会确保生成的光照贴图中的 UV 图表（即“UV 岛屿”）在它们相遇的位置混合在一起，因此它们之间没有可见的接缝。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "System Tag"
msgstr "系统标签"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Systems are groups of objects whose lightmaps are in the same atlas. It is also the granularity at which dependencies are calculated. Multiple systems are created automatically if the scene is big enough, but it can be helpful to be able to split them up manually for e.g. streaming in sections of a level. The system tag lets you force an object into a different realtime system even though all the other parameters are the same."
msgstr "系统是光照贴图位于同一图集中的对象组，也是计算依赖关系的粒度。如果场景足够大，则会自动创建多个系统，但是能够手动将其分隔用于某些场景（例如，同一平面段中的流式传输）是非常有用。系统标记允许您在即使所有其他参数都相同的情况下将对象纳入不同的实时系统。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Baked GI"
msgstr "烘焙 GI"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Settings used in Baked Global Illumination where direct and indirect lighting for static objects is precalculated and saved (baked) into lightmaps for use at runtime. This is useful when lights are known to be static, for mobile, for low end devices and other situations where there is not enough processing power to use Precomputed Realtime GI. You can toggle on each light whether it should be included in the bake."
msgstr "“烘焙全局照明”中使用的设置，其中静态对象的直接照明和间接照明是预先计算的，并且保存（烘焙）到了光照贴图中以便在运行时使用。当灯光已知是静态的、移动的、用于低端设备和其他没有足够处理能力来使用“预计算实时GI”的情况时，该功能非常有用。您可以在每个灯光上切换其是否应该包含在烘烤中。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Blur Radius"
msgstr "模糊半径"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "The radius (in texels) of the post-processing filter that blurs baked direct lighting. This reduces aliasing artefacts and produces softer shadows."
msgstr "会模糊烘焙直接照明的后处理滤镜的半径（以纹素为单位）。该半径减少了锯齿伪影，并可以产生更柔和的阴影。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Anti-aliasing Samples"
msgstr "抗锯齿采样"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "The maximum number of times to supersample a texel to reduce aliasing. Progressive lightmapper supersamples the positions and normals buffers (part of the G-buffer) and hence the sample count is a multiplier on the amount of memory used for those buffers. Progressive lightmapper clamps the value to the [1;16] range."
msgstr "为了减少锯齿而进行的超级采样纹素的最大次数。渐进式光照贴图会对位置和法线缓冲区（G 缓冲区的一部分）进行超级采样，因此样本数是用于这些缓冲区的内存量的一个乘数。渐进式光照贴图会将值钳制到[1;16]范围内。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Direct Light Quality"
msgstr "直射光质量"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "The number of rays used for lights with an area. Allows for accurate soft shadowing."
msgstr "用于区域内灯光的光线数量。可以通过该选项获得准确的软阴影效果。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Baked AO"
msgstr "烘焙 AO"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Settings used in Baked Ambient Occlusion, where the information on dark corners and crevices in static geometry is baked. It is multiplied by indirect lighting when compositing the baked lightmap."
msgstr "“烘焙环境遮挡”中使用的设置，其中烘焙了静态几何体中暗角和裂缝的信息。合成烘焙光照贴图时会乘以间接光照。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "The number of rays to cast for computing ambient occlusion."
msgstr "为计算环境遮挡而投射的光线数量。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "The maximum number of times to supersample a texel to reduce aliasing in ambient occlusion."
msgstr "为了减少环境光遮挡中锯齿而进行的超级采样纹素的最大次数。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Is Transparent"
msgstr "是透明的"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "If enabled, the object appears transparent during GlobalIllumination lighting calculations. Backfaces are not contributing to and light travels through the surface. This is useful for emissive invisible surfaces."
msgstr "如果启用，则在 GlobalIllumination 灯光计算期间，对象将显示为透明。背面不会产生影响，光线可以穿过表明。这项功能对于发射不可见的表面来说很有用。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Pushoff"
msgstr "推开"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "The amount to push off geometry for ray tracing, in modelling units. It is applied to all baked light maps, so it will affect direct light, indirect light and AO. Useful for getting rid of unwanted AO or shadowing."
msgstr "在建模单元中为了光线跟踪而让几何体推迟的量。该量适用于所有烘焙光照贴图，因此会影响直射光、间接光和 Ao。该量可以用于摆脱不需要的 AO 或阴影。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Baked Tag"
msgstr "烘焙标记"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "An integer that lets you force an object into a different baked lightmap even though all the other parameters are the same. This can be useful e.g. when streaming in sections of a level."
msgstr "一个允许您将对象强制转换为不同的烘焙光照贴图的整数，即使所有其他参数都相同。在某些场景，例如在级别部分中进行流式处理时，该功能十分有用。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Limit Lightmap Count"
msgstr "限制光照贴图数目"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "If enabled, objects with the same baked GI settings will be packed into a specified number of lightmaps. This may reduce the objects' lightmap resolution."
msgstr "如果启用，具有相同烘焙 GI 设置的对象将被打包到指定数量的光照贴图中。这可能会降低对象的光照贴图分辨率。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Max Lightmaps"
msgstr "最大光照贴图数"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "The maximum number of lightmaps into which objects will be packed."
msgstr "要将对象打包到的光照贴图的最大数量。"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Anti Aliasing Samples"
msgstr "抗锯齿采样"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Baked Lightmap Tag"
msgstr "烘焙光照贴图标签"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "Lightmap Max Count"
msgstr "光照贴图最大数目"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "AO Quality"
msgstr "AO 质量"

#: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1
msgid "AO Anti Aliasing Samples"
msgstr "AO 抗锯齿样本"

#: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1
msgid "Muscles & Settings"
msgstr "肌肉与设置"

#: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1
msgid "Collider"
msgstr "碰撞器"

#: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1
msgid "Configure Avatar"
msgstr "配置 Avatar"

#: Editor/Mono/Inspector/Avatar/AvatarSkeletonDrawer.cs:1
msgid "Character is not in T pose"
msgstr "角色不是 T 动作"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Body"
msgstr "身体"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Head"
msgstr "头部"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Left Arm"
msgstr "左臂"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Left Fingers"
msgstr "左手指"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Right Arm"
msgstr "右臂"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Right Fingers"
msgstr "右手指"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Left Leg"
msgstr "左腿"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Right Leg"
msgstr "右腿"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Open Close"
msgstr "伸展收缩"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Left Right"
msgstr "左右"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Roll Left Right"
msgstr "左转右转"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "In Out"
msgstr "内收外展"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Roll In Out"
msgstr "内转外转"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Finger Open Close"
msgstr "手指伸展收缩"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Finger In Out"
msgstr "手指内收外展"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Upper Arm Twist"
msgstr "上臂扭曲"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Lower Arm Twist"
msgstr "下臂扭曲"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Upper Leg Twist"
msgstr "上腿扭曲"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Lower Leg Twist"
msgstr "下腿扭曲"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Arm Stretch"
msgstr "手臂伸展"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Leg Stretch"
msgstr "腿拉伸"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Feet Spacing"
msgstr "脚间距"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Translation DoF"
msgstr "平移 DoF"

#: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1
msgid "Muscles"
msgstr "肌肉"

#: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1
msgid "Optional Bones"
msgstr "可选骨骼"

#: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1
msgid "Done"
msgstr "完成"

#: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1
msgid "Automap"
msgstr "自动映射"

#: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1
msgid "Biped"
msgstr "双足"

#: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1
msgid "Load"
msgstr "加载"

#: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1
msgid "Pose"
msgstr "动作"

#: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1
msgid "Sample Bind-Pose"
msgstr "样本绑定动作"

#: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1
msgid "Enforce T-Pose"
msgstr "强制 T 动作"

#: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1
msgid "Biped Pose"
msgstr "双足动作"

#: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1
msgid "Show Error(s)..."
msgstr "显示错误..."

#: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1
msgid "Close Error(s)"
msgstr "关闭错误"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Changed macOS bundleIdentifier"
msgstr "变更的 macOS 包标识符"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Changed macOS build number"
msgstr "变更的 macOS 版本号"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Changed Batching Settings"
msgstr "变更的批处理设置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Changed Icon"
msgstr "变更的图标"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Changed Graphics API Settings"
msgstr "变更的图形 API 设置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Changed Scripting Define Settings"
msgstr "变更的脚本定义设置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Changed Graphics Jobs Setting"
msgstr "变更的图形作业设置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Changed Graphics Job Mode Setting"
msgstr "变更的图形作业模式设置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Vertex Compression*"
msgstr "顶点压缩*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Select which vertex channels should be compressed. Compression can save memory and bandwidth, but precision will be lower."
msgstr "选择应该压缩的顶点通道。压缩可以节省内存和带宽，但会降低精度。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Prebake Collision Meshes*"
msgstr "预烘烤碰撞网格*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Bake collision data into the meshes on build time"
msgstr "在构建时将碰撞数据烘焙到网格中"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Keep Loaded Shaders Alive*"
msgstr "使加载的着色器保持活动状态*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Prevents shaders from being unloaded"
msgstr "防止着色器被卸载"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Preloaded Assets*"
msgstr "预加载资源*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Assets to load at start up in the player and kept alive until the player terminates"
msgstr "资源在播放器启动时加载，并在播放器终止之前一直保持活动"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Strip Engine Code*"
msgstr "剥离引擎代码*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Strip Unused Engine Code - Note that byte code stripping of managed assemblies is always enabled for the IL2CPP scripting backend."
msgstr "剥离未使用的引擎代码 - 请注意，IL2CPP 脚本后端始终启用托管程序集的字节代码剥离。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Enable Internal Profiler* (Deprecated)"
msgstr "启用内部探查器*（已弃用）"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Internal profiler counters should be accessed by scripts using UnityEngine.Profiling::Profiler API."
msgstr "应使用 UnityEngine.Profiling::Profiler API 通过脚本访问内部性能分析器计数器。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Optimize Mesh Data*"
msgstr "优化网格数据*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Remove unused mesh components"
msgstr "移除未使用的网格组件"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Texture MipMap Stripping*"
msgstr "纹理 MipMap 剥离*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
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:1
msgid "Frame Timing Stats"
msgstr "帧时间统计"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Enable gathering of CPU/GPU frame timing statistics."
msgstr "允许收集 CPU/GPU 帧时间统计信息。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use Animated Autorotation"
msgstr "使用动画自动旋转"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "If set OS native animated autorotation method will be used. Otherwise orientation will be changed immediately."
msgstr "设置后将会使用 OS 原生动画自动旋转方法。不设置则将立即更改方向。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "'LSApplicationCategoryType'"
msgstr "'LSApplicationCategoryType'"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Fullscreen Mode "
msgstr "全屏模式"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid " Not all platforms support all modes"
msgstr "并非所有平台都支持所有模式"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use DXGI Flip Model Swapchain for D3D11"
msgstr "对 D3D11 使用 DXGI 翻转模型交换链"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Flip model ensures the best performance. Disable this to fallback to Windows 7-style BltBlt model. This setting affects only D3D11 graphics API."
msgstr "翻转模型可确保最佳性能。禁用此设置将回退到 Windows 7 样式的 BltBlt 模型。此设置仅影响 D3D11 图形 API。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use 32-bit Display Buffer*"
msgstr "使用 32 位显示缓冲区*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "If set Display Buffer will be created to hold 32-bit color values. Use it only if you see banding, as it has performance implications."
msgstr "设置后将会创建“显示缓冲区”，以保存 32 位色值。只有在您看到色带时才使用该选项，因为会影响到性能。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Render Over Native UI*"
msgstr "在原生 UI 上渲染*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Enable this option ONLY if you want Unity to render on top of the native Android or iOS UI."
msgstr "仅当希望 Unity 在原生 Android 或 iOS UI 之上渲染时，才应启用此选项。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Metal Write-Only Backbuffer"
msgstr "金属只写 Backbuffer"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Set framebufferOnly flag on backbuffer. This prevents readback from backbuffer but enables some driver optimizations."
msgstr "在 backbuffer 上设置 framebufferOnly 标志。这样可以防止从 backbuffer 回读，但又会启用一些驱动程序优化。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Memoryless Depth"
msgstr "无记忆深度"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Memoryless mode of framebuffer depth"
msgstr "帧缓冲深度的无记忆模式"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "SRGB Write Mode*"
msgstr "SRGB 写模式*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "If set, enables Graphics.SetSRGBWrite() for toggling sRGB write mode during the frame but may decrease performance especially on tiled GPUs."
msgstr "设置后，会启用 Graphics.SetSRGBWrite() 以便在帧中切换 sRGB 写入模式，但可能会降低性能，尤其是对平铺 GPUs 来说。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Acquire swapchain image late as possible*"
msgstr "尽可能晚获取交换链图像*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
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:1
msgid "iOS Developer Team ID"
msgstr "iOS 开发者团队 ID"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Developers can retrieve their Team ID by visiting the Apple Developer site under Account > Membership."
msgstr "开发人员可以通过访问“帐户” > “成员身份”下的 Apple Developer 站点来检索自己的“团队 ID”。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use incremental GC"
msgstr "使用增量 GC"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "With incremental Garbage Collection, the Garbage Collector will try to time-slice the collection task into multiple steps, to avoid long GC times preventing content from running smoothly."
msgstr "借助增量式垃圾收集，垃圾回收器将尝试把收集任务分成多个步骤，以避免过长的 GC 时间阻止内容顺利运行。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Camera Usage Description*"
msgstr "摄像机使用说明*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "String shown to the user when requesting permission to use the device camera. Written to the NSCameraUsageDescription field in Xcode project's info.plist file"
msgstr "请求使用设备相机的权限时向用户显示的字符串。写入到 Xcode 项目 info.plist 文件中的 NSCameraUsageDescription 字段。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Location Usage Description*"
msgstr "位置使用率描述*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "String shown to the user when requesting permission to access the device location. Written to the NSLocationWhenInUseUsageDescription field in Xcode project's info.plist file."
msgstr "请求访问设备位置的权限时向用户显示的字符串。写入到 Xcode 项目 info.plist 文件中的 NSLocationWhenInUseUsageDescription 字段。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Microphone Usage Description*"
msgstr "麦克风使用率描述*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "String shown to the user when requesting to use the device microphone. Written to the NSMicrophoneUsageDescription field in Xcode project's info.plist file"
msgstr "请求使用设备麦克风时向用户显示的字符串。写入到 Xcode 项目 info.plist 文件中的 NSMicrophoneUsageDescription 字段。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "GPU Skinning*"
msgstr "GPU 蒙皮*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use DX11/ES3 GPU Skinning"
msgstr "使用 DX11 / ES3 GPU 蒙皮"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Compute Skinning*"
msgstr "计算蒙皮*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use Compute pipeline for Skinning"
msgstr "使用计算管道进行蒙皮"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Scripting Define Symbols"
msgstr "脚本定义符号"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
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:1
msgid "Copy Defines"
msgstr "复制定义"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Copy applied defines"
msgstr "复制应用的定义"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "If scripting backend is IL2CPP, managed stripping can't be disabled."
msgstr "如果脚本后端为 IL2CPP，则无法禁用托管剥离。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Allow compilation of unsafe code for predefined assemblies (Assembly-CSharp.dll, etc.)"
msgstr "允许预定义程序集编译不安全代码（Assembly-CSharp.dll 等）"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Compile with -deterministic compilation flag"
msgstr "使用 -deterministic 编译标志进行编译"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use Roslyn Reference Assemblies"
msgstr "使用 Roslyn 引用程序集"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Skips compilation of assembly references if the metadata of the modified assembly does not change."
msgstr "如果修改后的程序集的元数据不变，则跳过程序集引用的编译。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "User-written scripts will be compiled with Roslyn analyzer DLLs that are present in the project."
msgstr "用户编写的脚本将使用项目中存在的 Roslyn 分析器 DLL 进行编译。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Lightmap Encoding"
msgstr "光照贴图编码"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Affects the encoding scheme and compression format of the lightmaps."
msgstr "影响光照贴图的编码方案和压缩格式。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Lightmap Streaming"
msgstr "光照贴图串流"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Only load larger lightmap mipmaps as needed to render the current game cameras. Requires texture streaming to be enabled in quality settings. This value is applied to the light map textures as they are generated."
msgstr "仅根据需要加载较大的光照贴图 mipmap 以渲染当前的游戏摄像机。需要在质量设置中启用纹理流。此值在光照贴图纹理生成时应用于这些纹理。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Streaming Priority"
msgstr "流优先级"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Lightmap mipmap streaming priority when there's contention for resources. Positive numbers represent higher priority. Valid range is -128 to 127. This value is applied to the light map textures as they are generated."
msgstr "存在资源争夺时，光照贴图 mipmap 的流式处理优先级。正数代表更高的优先级。有效范围是 -128 到 127。此值在光照贴图纹理生成时应用于这些纹理。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Clamp BlendShapes (Deprecated)*"
msgstr "钳制 BlendShapes（已弃用）*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "If set, the range of BlendShape weights in SkinnedMeshRenderers will be clamped."
msgstr "设置后，SkinnedMeshRenderers 中的 BlendShape 权重范围将受到钳制。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Virtual Texturing*"
msgstr "虚拟纹理*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Enable support for Virtual Texturing. Changing this value requires an Editor restart."
msgstr "启用虚拟纹理支持。更改此值需重启编辑器。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Swap Chain Bit Depth"
msgstr "交换链位深度"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Affects the bit depth of the final swap chain format and color space."
msgstr "影响最终交换链格式和颜色空间的位深度。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Settings for {0}"
msgstr "设置 {0}"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Override for {0}"
msgstr "{0} 覆盖"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Auto Graphics API {0}"
msgstr "自动图形 API {0}"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid " (not supported on this platform)"
msgstr " （在此平台上不受支持）"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Linear colorspace requires OpenGL ES 3.0 or Vulkan, uncheck 'Automatic Graphics API' to remove OpenGL ES 2 API, Blit Type for non-SRP projects must be Always Blit or Auto"
msgstr "线性颜色空间需要 OpenGL ES 3.0 或 Vulkan，取消选中 '自动图形 API' 即可移除 OpenGL ES 2 API，非 SRP 项目的“Blit 类型”必须为“始终 Blit”或“自动”"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Linear colorspace requires WebGL 2.0, uncheck 'Automatic Graphics API' to remove WebGL 1.0 API. WARNING: If DXT sRGB is not supported by the browser, texture will be decompressed"
msgstr "线性色彩空间需要 WebGL 2.0；取消选中“自动图形 API”即可删除 WebGL 1.0 API。警告：如果浏览器不支持 DXT sRGB，纹理将被解压缩"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Linear colorspace requires Metal API only. Uncheck 'Automatic Graphics API' and remove OpenGL ES 2/3 APIs."
msgstr "线性色彩空间仅需 Metal API。取消选中 '自动图形 API' 并移除 OpenGL ES 2/3 API。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Reordering the list will switch editor to the first available platform"
msgstr "重新排序列表将会把编辑器切换到首个有效平台"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Not applicable for this platform."
msgstr "不适用于此平台。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "* Shared setting between multiple platforms."
msgstr "*在多平台间共享的设置。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Default Icon"
msgstr "默认图标"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Resolution and Presentation"
msgstr "分辨率和演示"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Orientation"
msgstr "方向"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Allowed Orientations for Auto Rotation"
msgstr "允许方向自动旋转"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Multitasking Support"
msgstr "多任务支持"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Status Bar"
msgstr "状态栏"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Standalone Player Options"
msgstr "独立播放器选项"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Debugging and crash reporting"
msgstr "调试和崩溃报告"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Debugging"
msgstr "调试"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Crash Reporting"
msgstr "崩溃报告"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Other Settings"
msgstr "其他设置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Rendering"
msgstr "渲染"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Vulkan Settings"
msgstr "Vulkan 设置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Identification"
msgstr "识别"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Mac App Store Options"
msgstr "Mac 应用商店选项"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Configuration"
msgstr "配置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Optimization"
msgstr "优化"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Stack Trace*"
msgstr "堆栈跟踪*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Legacy"
msgstr "旧版"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Publishing Settings"
msgstr "发布设置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Script Call Optimization*"
msgstr "脚本调用优化*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Prerendered Icon"
msgstr "预渲染的图标"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Run In Background*"
msgstr "后台运行*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Default Orientation*"
msgstr "默认方向*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Portrait"
msgstr "纵向"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Portrait Upside Down"
msgstr "纵向倒置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Landscape Right"
msgstr "右横屏"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Landscape Left"
msgstr "左横屏"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Requires Fullscreen"
msgstr "要求全屏"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Status Bar Hidden"
msgstr "状态栏隐藏"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Status Bar Style"
msgstr "状态栏样式"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Mac App Store Validation"
msgstr "Mac 应用商店验证"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Exclusive Fullscreen"
msgstr "独占全屏"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Fullscreen Window"
msgstr "全屏窗口"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Maximized Window"
msgstr "最大化窗口"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Windowed"
msgstr "窗口化"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Enabled (Deprecated)"
msgstr "已启用（已弃用）"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Hidden by Default (Deprecated)"
msgstr "默认隐藏（已弃用）"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "The Display Resolution Dialog has been deprecated and will be removed in a future version."
msgstr "已弃用“显示分辨率对话框”，并会在以后的版本中将其移除。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Disable Depth and Stencil*"
msgstr "禁用深度和模板*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Show Loading Indicator"
msgstr "显示加载指示器"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "On .Net UnhandledException*"
msgstr "在 Net UnhandledException*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Log Obj-C Uncaught Exceptions*"
msgstr "记录 Obj-C 未捕获的异常*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Enable CrashReport API*"
msgstr "启用 CrashReport API*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Color Space*"
msgstr "颜色空间*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Color Gamut*"
msgstr "色域*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Color Gamut For Mac*"
msgstr "适用于 Mac* 的色域"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Force hard shadows on Metal*"
msgstr "在“金属”上强制硬阴影*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Metal Editor Support*"
msgstr "金属编辑器支持*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Metal API Validation*"
msgstr "金属 API 验证*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Unused"
msgstr "未使用"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Forced"
msgstr "强制"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Number of swapchain buffers*"
msgstr "交换链缓冲区数量*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Multithreaded Rendering*"
msgstr "多线程渲染*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Graphics Jobs (Experimental)"
msgstr "图形作业（实验功能）"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Graphics Jobs Mode"
msgstr "图形作业模式"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use on-demand resources*"
msgstr "使用按需资源*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Accelerometer Frequency*"
msgstr "加速计频率*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Mute Other Audio Sources*"
msgstr "静音其他音频源*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Prepare iOS for Recording"
msgstr "准备 iOS 进行录制"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Force iOS Speakers when Recording"
msgstr "录制时强制 iOS 扬声器"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Requires Persistent WiFi*"
msgstr "需要持续的 WiFi*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Allow downloads over HTTP (nonsecure)*"
msgstr "允许通过 HTTP（非安全）*下载"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Supported URL schemes*"
msgstr "支持的 URL 方案*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Audio input from Bluetooth microphones is not supported when Mute Other Audio Sources is off."
msgstr "当“静音其他音频源”关闭时，不支持从蓝牙麦克风输入音频。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "AOT Compilation Options*"
msgstr "AOT 编译选项*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Require ES3.1"
msgstr "要求 ES3.1"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Require ES3.1+AEP"
msgstr "要求 ES3.1+AEP"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Require ES3.2"
msgstr "要求 ES3.2"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Apply"
msgstr "应用"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "C++ Compiler Configuration"
msgstr "C++ 编译器配置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Mono"
msgstr "Mono"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "IL2CPP"
msgstr "IL2CPP"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Disabled"
msgstr "已禁用"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Medium"
msgstr "中等"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Api Compatibility Level*"
msgstr "Api 兼容级别*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid ".NET 2.0"
msgstr ".NET 2.0"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid ".NET 2.0 Subset"
msgstr ".NET 2.0 子集"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid ".NET 4.x"
msgstr ".NET 4.x"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid ".NET Standard 2.0"
msgstr ".NET Standard 2.0"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Script Compilation"
msgstr "脚本编译"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Active Input Handling*"
msgstr "活动输入处理*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Input Manager (Old)"
msgstr "输入管理器（旧）"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Input System Package (New)"
msgstr "输入系统包（新）"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Normal Map Encoding"
msgstr "法线贴图编码"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "XYZ"
msgstr "XYZ"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "DXT5nm-style"
msgstr "DXT5nm 样式"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Low Quality"
msgstr "低质量"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Normal Quality"
msgstr "法线质量"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "High Quality"
msgstr "高质量"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "The selected Lightmap Encoding requires OpenGL ES 3.0 or Vulkan. Uncheck 'Automatic Graphics API' and remove OpenGL ES 2 API"
msgstr "选定的光照贴图编码需要 OpenGL ES 3.0 或 Vulkan。取消选中 '自动图形 API' 并移除 OpenGL ES 2 API"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "The selected Lightmap Encoding requires Metal API only. Uncheck 'Automatic Graphics API' and remove OpenGL ES APIs."
msgstr "所选的光照贴图编码仅需 Metal API。取消选中 '自动图形 API' 并移除 OpenGL ES API。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "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:1
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:1
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:1
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:1
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:1
msgid "Native"
msgstr "本地"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Bit Depth 10"
msgstr "位深度 10"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Bit Depth 16"
msgstr "位深度 16"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Not selected."
msgstr "没有选定。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Application Bundle Version"
msgstr "应用程序 Bundle 版本"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use OS Auto Rotation"
msgstr "使用 OS 自动旋转"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Allowed Auto Rotate To Portrait"
msgstr "允许自动旋转为纵向"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Allowed Auto Rotate To Portrait Upside Down"
msgstr "允许自动旋转为竖屏倒置"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Allowed Auto Rotate To Landscape Right"
msgstr "允许自动旋转为右横向"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Allowed Auto Rotate To Landscape Left"
msgstr "允许自动旋转为左横向"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Use 32 Bit Display Buffer"
msgstr "使用 32 位显示缓冲区"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Require ES31"
msgstr "要求 ES31"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Require ES31AEP"
msgstr "要求 ES31AEP"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Require ES32"
msgstr "要求 ES32"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Log Obj C Uncaught Exceptions"
msgstr "记录 Obj C 未捕获的异常"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Enable Crash Report API"
msgstr "启用崩溃报告 API"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Metal Force Hard Shadows"
msgstr "Metal Force 硬阴影"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "Skin On GPU"
msgstr "GPU 上的蒙皮"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "GC Incremental"
msgstr "GC 增量"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1
msgid "IOS Allow HTTP Download"
msgstr "IOS 允许 HTTP 下载"

#: Editor/Mono/Inspector/PlayerSettingsEditor/WebTemplateManagerBase.cs:1
msgid "No templates found."
msgstr "沒有找到模板。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Background color when no background image is used."
msgstr "未使用背景图像时的背景色。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Background Image"
msgstr "背景图片"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Image to be used in landscape and portrait (when portrait image is not set)."
msgstr "要横向和纵向使用的图像（未设置纵向图像时）。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Alternate Portrait Image*"
msgstr "替代肖像*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Optional image to be used in portrait mode."
msgstr "纵向模式下使用的可选图像。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Logo Duration"
msgstr "徽标持续时间"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "The time the logo will be shown for."
msgstr "徽标的显示时间。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Overlay Opacity"
msgstr "覆盖不透明度"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Overlay strength applied to improve logo visibility."
msgstr "用来提高徽标可见性的覆盖强度。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Preview the splash screen in the game view."
msgstr "在游戏视图中预览启动画面。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Animation"
msgstr "动画"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Background*"
msgstr "背景*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Background Zoom"
msgstr "背景缩放"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Blur Background Image"
msgstr "模糊背景图像"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Cancel Preview"
msgstr "取消预览"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Application Config Dialog Banner"
msgstr "应用程序配置对话框横幅"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Application Config Dialog Banner is deprecated and will be removed in future versions."
msgstr "已弃用“应用程序配置对话框横幅”，并会在以后的版本中将其移除。"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Logos*"
msgstr "徽标*"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Logo Zoom"
msgstr "徽标缩放"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Show Unity Logo"
msgstr "显示 Unity 徽标"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Show Splash Screen"
msgstr "显示启动画面"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Splash Style"
msgstr "启动风格"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Splash Screen"
msgstr "启动画面"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Splash Image"
msgstr "启动图像"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Virtual Reality Splash Image"
msgstr "虚拟现实启动图像"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Splash Screen Logo Style"
msgstr "启动画面徽标样式"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Splash Screen Animation"
msgstr "启动画面动画"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Splash Screen Draw Mode"
msgstr "启动画面绘制模式"

#: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1
msgid "Splash Screen Blur Background"
msgstr "启动画面模糊背景"

#: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Prefab Assets"
msgstr "预制件资源"

#: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Prefab Asset"
msgstr "预制件资源"

#: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1
msgid "Saving Failed"
msgstr "保存失败"

#: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1
msgid "Check the Console window to get more insight into what needs to be fixed on the Prefab Asset.\n\nYou can open Prefab Mode to fix any issues on child GameObjects"
msgstr "请检查控制台窗口以进一步了解预制件资源需要修复的问题。\n\n您可以打开“预制件模式”来修复子游戏对象的任何问题"

#: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1
msgid "Open Prefab"
msgstr "打开预制件"

#: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1
msgid "Open Prefab for full editing support."
msgstr "打开预制件以获得完整的编辑支持。"

#: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1
msgid "Prefab has missing scripts. Open Prefab to fix the issue."
msgstr "预制件有缺失的脚本。请打开预制件以修复该问题。"

#: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1
msgid "Some of the selected Prefabs have missing scripts and needs to be fixed before editing them. Click to Open Prefab to fix the issue."
msgstr "某些选定的预制件有缺失的脚本，需要在编辑这些脚本之前进行修复。请单击“打开预制件”以修复该问题。"

#: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1
msgid "Saving has failed. Check the Console window to get more insight into what needs to be fixed on the Prefab Asset.\n\nOpen Prefab to fix the issue."
msgstr "保存失败。请检查控制台窗口以进一步了解预制件资源需要修复的问题。\n\n请打开预制件以修复该问题。"

#: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1
msgid "Base"
msgstr "基础"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Cannot apply default-override property"
msgstr "无法应用默认覆盖属性"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Default-override properties are protected from being applied or reverted."
msgstr "默认覆盖属性受到保护而无法应用或恢复。"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Cannot apply reference to object in scene"
msgstr "无法应用场景中对象的引用"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "A reference to an object in the scene cannot be applied to the Prefab asset."
msgstr "对场景中对象的引用无法应用于预制件资源。"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
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:1
msgid "Can't apply added component"
msgstr "无法应用已添加的组件"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Can't revert added component {0} because {1} depends on it."
msgstr "无法恢复已添加的组件 {0}，因为 {1} 依赖于该组件。"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Can't revert added component"
msgstr "无法恢复已添加的组件"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "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}，因为预制件资源中的 {1} 组件依赖于该组件。"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Can't apply removed component"
msgstr "无法应用已移除的组件"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
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:1
msgid "Can't revert removed component"
msgstr "无法恢复已移除的组件"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Apply as Override in Prefab '{0}'"
msgstr "在预制件 '{0}' 中作为覆盖应用"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Apply to Prefab '{0}'"
msgstr "应用到预制件 '{0}'"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Prefabs"
msgstr "预制件"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "The version control requires you to check out the {0} before saving changes."
msgstr "版本控制要求您在保存更改之前签出 {0}。"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "The version control requires you to check out the {0} before applying changes."
msgstr "版本控制要求您在应用更改之前签出 {0}。"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Could not save {0}"
msgstr "无法保存 {0}"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Could not apply to {0}"
msgstr "无法应用于 {0}"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "It was not possible to check out the {0} so the save operation has been canceled."
msgstr "无法签出 {0}，因此已取消保存操作。"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "It was not possible to check out the {0} so the apply operation has been canceled."
msgstr "无法签出 {0}，因此已取消应用操作。"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "{0} depends on {1}"
msgstr "{0} 依赖于 {1}"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "{0} is depended on by {1}"
msgstr "{1} 依赖于 {0}"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
msgid "Can't apply selected overrides"
msgstr "无法应用选定的覆盖"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
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:1
msgid "Can't revert selected overrides"
msgstr "无法恢复选定的覆盖"

#: Editor/Mono/Prefabs/PrefabUtility.cs:1
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/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Revert All"
msgstr "全部恢复"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Revert all overrides."
msgstr "恢复所有覆盖。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Revert Selected"
msgstr "恢复选定项"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Revert selected overrides."
msgstr "恢复选定的覆盖。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Apply All"
msgstr "应用所有"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Apply all overrides to Prefab source '{0}'."
msgstr "将所有覆盖应用于预制件源 '{0}'。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Apply Selected"
msgstr "应用选定项"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
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:1
msgid "Apply All to Base"
msgstr "全部应用于基础"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Apply all overrides to base Prefab source '{0}'."
msgstr "将所有覆盖应用于基础预制件源 '{0}'。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Apply Selected to Base"
msgstr "将选定项应用于基础"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Apply selected overrides to base Prefab source '{0}'."
msgstr "将选定的覆盖应用于基础预制件源 '{0}'。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Multiple instances of same Prefab Asset"
msgstr "同一个预制件资源的多个实例"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Multiple instances of the same Prefab Asset were detected. Potentially conflicting overrides will be applied sequentially and will overwrite each other."
msgstr "检测到同一个预制件资源的多个实例。潜在冲突的覆盖将按顺序应用，并将相互覆盖。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Overrides to"
msgstr "覆盖到"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "in"
msgstr "在"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Multiple Prefabs selected. Cannot show overrides."
msgstr "已选择多个预制件。无法显示覆盖。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Multiple Prefabs selected. Cannot show overrides.\nApplying is not possible for one or more Prefabs. Select individual Prefabs for details."
msgstr "已选择多个预制件。无法显示覆盖。\n一个或多个预制件无法应用。请选择各个预制件以了解详细信息。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Click on individual items to review and revert.\nApplying to a Model Prefab is not possible."
msgstr "单击要查看和恢复的各个项。\n无法应用于模型预制件。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Click on individual items to review, revert and apply."
msgstr "单击要查看、恢复和应用的各个项。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Click on individual items to review and revert."
msgstr "单击要查看和恢复的各个项。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "Disconnected. Cannot show overrides."
msgstr "已断开连接。无法显示覆盖。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "The Prefab file contains an invalid script. Applying is not possible. Enter Prefab Mode and remove or recover the script."
msgstr "预制件文件包含无效的脚本。无法进行应用。请进入预制件模式并移除或恢复脚本。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "The Prefab instance contains an invalid script. Applying is not possible. Remove or recover the script."
msgstr "预制件实例包含无效的脚本。无法进行应用。请移除或恢复脚本。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1
msgid "The Prefab file is immutable. Applying is not possible."
msgstr "预制件文件不可变。无法进行应用。"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1
msgid "Prefab Source"
msgstr "预制件源"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1
msgid "Override"
msgstr "覆盖"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1
msgid "Removed"
msgstr "已移除"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1
msgid "Added"
msgstr "已添加"

#: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1
msgid "No Overrides"
msgstr "无覆盖"

#: Editor/Mono/EditorHandles/BoundsHandle/PrimitiveBoundsHandle.cs:1
msgid "Edit bounding volume.\n\n - Hold Alt after clicking control handle to pin center in place.\n - Hold Shift after clicking control handle to scale uniformly."
msgstr "编辑边界体积。\n\n - 单击控制手柄后按住 Alt 键将中心固定到位。\n - 单击控制手柄后按住 Shift 键进行均匀缩放。"

#: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:1
msgid "Create New Library"
msgstr "创建新库"

#: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:1
msgid "Preferences Folder"
msgstr "首选项文件夹"

#: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:1
msgid "Project Folder"
msgstr "项目文件夹"

#: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1
msgid "Grid"
msgstr "网格"

#: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1
msgid "List"
msgstr "列表"

#: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1
msgid "Small Grid"
msgstr "小网格"

#: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1
msgid "Large Grid"
msgstr "大网格"

#: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1
msgid "Small List"
msgstr "小列表"

#: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1
msgid "Large List"
msgstr "大列表"

#: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1
msgid "Create New Library..."
msgstr "创建新库…"

#: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1
msgid "Add Factory Presets To Current Library"
msgstr "添加预设效果至当前库"

#: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1
msgid "Reveal Current Library Location"
msgstr "显示当前库位置"

#: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1
msgid "Add new preset"
msgstr "添加新预设"

#: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1
msgid "To add presets you need to press the 'Check out' button below"
msgstr "要添加预设，您需要点击下方的 '签出' 按钮"

#: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1
msgid "Presets"
msgstr "预设"

#: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1
msgid "New"
msgstr "新建"

#: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1
msgid "Move To First"
msgstr "移动到首位"

#: [MenuItem]Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:1
msgid "Find References In Scene"
msgstr "在场景中查找引用"

#: [MenuItem]Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Properties..."
msgstr "属性..."

#: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1
msgid "Cannot Delete"
msgstr "无法删除"

#: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1
msgid "Deleting the 'Assets' folder is not allowed"
msgstr "不允许删除 'Assets' 文件夹"

#: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1
msgid "Delete selected assets?"
msgstr "删除选定资源？"

#: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1
msgid "Delete selected asset?"
msgstr "删除选定资源？"

#: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1
msgid "You cannot undo this action."
msgstr "您无法撤消此操作。"

#: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1
msgid "Some assets could not be deleted.\nMake sure you are connected to your Version Control server or \"Work Offline\" is enabled."
msgstr "无法删除某些资源。\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:1
msgid "Some assets could not be deleted.\nMake sure nothing is keeping a hook on them, like a loaded DLL for example."
msgstr "无法删除某些资源。\n确保没有任何东西挂在资源上，例如加载的 DLL。"

#: [MenuItem]Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1
msgid "Create"
msgstr "创建"

#: [MenuItem]Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1
msgid "GUI Skin"
msgstr "GUI 蒙皮"

#: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1
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:1
msgid " (Localhost prohibited)"
msgstr "（禁止 localhost）"

#: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1
msgid " (Version mismatch)"
msgstr "（版本不匹配）"

#: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1
msgid "Enter Player IP"
msgstr "输入玩家 IP"

#: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1
msgid "Playmode"
msgstr "播放模式"

#: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1
msgid "Editor"
msgstr "编辑器"

#: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1
msgid "<Enter IP>"
msgstr "<输入 IP>"

#: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1
msgid "(Autoconnected Player)"
msgstr "（自动连接的播放器）"

#: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1
msgid "Connecting to player... (this can take a while)"
msgstr "正在连接到播放器...（请稍候）"

#: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1
msgid "Connect"
msgstr "连接"

#: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1
msgid "Lighting Data Asset"
msgstr "照明数据资源"

#: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1
msgid "A different LightingData.asset can be assigned here. These assets are generated by baking a scene in the OnDemand mode."
msgstr "在此可分配不同的 LightingData.asset，通过在按需模式中烘焙场景可生成这些资源。"

#: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1
msgid "Lightmap textures: N/A"
msgstr "光照贴图纹理：不适用"

#: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1
msgid "This lightmap has converged and is not owned by the Progressive Lightmapper anymore."
msgstr "此光照贴图已收敛，不再由“渐进光照贴图器”拥有。"

#: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1
msgid "GPU memory: N/A"
msgstr "GPU 内存：不适用"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Realtime Indirect"
msgstr "实时间接"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Realtime Directionality"
msgstr "实时方向性"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Realtime Albedo"
msgstr "实时反照率"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Realtime Emissive"
msgstr "实时发光"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "UV Charts"
msgstr "UV 图表"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Baked Directionality"
msgstr "烘焙方向性"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Baked Shadowmask"
msgstr "烘焙 Shadowmask"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Baked Albedo"
msgstr "烘焙反照率"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Baked Emissive"
msgstr "烘焙放射性"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Baked UV Charts"
msgstr "烘焙 UV 图表"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Baked Texel Validity"
msgstr "烘焙纹素有效性"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Baked UV Overlap"
msgstr "烘焙 UV 重叠"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Baked Lightmap Culling"
msgstr "烘焙光照贴图剔除"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "The texture is not available at the moment."
msgstr "纹理暂时不可用。"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "The texture is not available at the moment.\nPlease try to rebake the current scene or turn on Auto, and make sure that this object is set to 'Contribute Global Illumination' if it's meant to be baked."
msgstr "纹理暂时不可用。\n请尝试重新烘焙当前场景或启用“自动”；如果要重新烘焙，请确保将此对象设置为 '贡献全局照明'。"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "The texture is not available at the moment.\nPlease make sure that Mixed Lights affect this GameObject and that it is set to 'Contribute Global Illumination'."
msgstr "纹理暂时不可用。\n请确保“混合光源”作用于此游戏对象，且设置为 '贡献全局照明'。"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "The texture is not an index-based texture and is not available when using Progressive.\nPlease go to the instance you wish to debug, and select the lightmap on the Mesh Renderer."
msgstr "该纹理不是基于索引的纹理，在使用“渐进”时不可用。\n请转到要调试的实例，然后在网格渲染器上选择光照贴图。"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Loading..."
msgstr "加载中…"

#: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1
msgid "Toggles the UV Overlay for all the objects in the lightmap. The currently selected object will be highlighted. "
msgstr "切换光照贴图中所有对象的 UV 重叠。当前选定的对象将高亮显示。"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
msgid "Highlight Invalid Cells"
msgstr "高亮显示无效单元格"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
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:1
msgid "GPU Baking Device"
msgstr "GPU 烘焙设备"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
msgid "Will list all available GPU devices."
msgstr "将列出所有可用的 GPU 设备。"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
msgid "Concurrent Jobs"
msgstr "并发工作"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
msgid "The amount of simultaneously scheduled jobs."
msgstr "同时安排的工作量。"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
msgid "New Lighting Settings"
msgstr "新照明设置"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
msgid "Workflow Settings"
msgstr "工作流设置"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
msgid "Light Probe Visualization"
msgstr "光照探测器可视化"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
msgid "Display Weights"
msgstr "显示权重"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
msgid "Display Occlusion"
msgstr "显示遮挡"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
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:1
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:1
msgid "Unknown"
msgstr "未知"

#: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1
msgid "Lighting Settings Asset"
msgstr "照明设置资源"

#: Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:1
msgid "Light Explorer"
msgstr "光照浏览器"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Navigation"
msgstr "导航"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "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:1
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:1
msgid "How much vertical clearance space must exist."
msgstr "必须存在多少垂直间隙空间。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Step Height"
msgstr "步高"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "The height of discontinuities in the level the agent can climb over (i.e. steps and stairs)."
msgstr "代理可以爬过的平面的间断高度（即台阶和楼梯）。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Max Slope"
msgstr "最大坡度"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Maximum slope the agent can walk up."
msgstr "代理可以走上去的最大坡度。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Agent Radius"
msgstr "代理半径"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Agent Height"
msgstr "代理高度"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Drop Height"
msgstr "掉落高度"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Maximum agent drop height."
msgstr "最大代理掉落高度。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Jump Distance"
msgstr "跳跃距离"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Maximum agent jump distance."
msgstr "最大代理跳跃距离。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Manual Voxel Size"
msgstr "手动体素尺寸"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Enable to set voxel size manually."
msgstr "启用此选项，手动设置体素大小。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Voxel Size"
msgstr "体素大小"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Specifies 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:1
msgid "Min Region Area"
msgstr "最小区域面积"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Minimum area that a navmesh region can be."
msgstr "导航网格区域的最小面积。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Height Mesh"
msgstr "高度网格"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Generate an accurate height mesh for precise agent placement (slower)."
msgstr "生成精确的高度网格，以便精确放置代理（较慢）。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Learn instead about the component workflow."
msgstr "了解组件工作流程。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Components available for building and using navmesh data for different agent types."
msgstr "可用于生成并使用不同代理类型的 navmesh 数据的组件。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Agents"
msgstr "代理"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Navmesh agent settings."
msgstr "导航网格代理设置。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Areas"
msgstr "区域"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Navmesh area settings."
msgstr "导航网格区域设置。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Navmesh bake settings."
msgstr "导航网格烘焙设置。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Bake settings for the currently selected object."
msgstr "当前所选对象的烘焙设置。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show Path Polygons"
msgstr "显示路径多边形"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Shows the polygons leading to goal."
msgstr "显示导致目标的多边形。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show Path Query Nodes"
msgstr "显示路径查询节点"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Shows the nodes expanded during last path query."
msgstr "显示上次路径查询期间展开的节点。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show Neighbours"
msgstr "显示邻居"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show the agent neighbours considered during simulation."
msgstr "显示模拟过程中考虑的代理邻居。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show Walls"
msgstr "显示墙壁"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Shows the wall segments handled during simulation."
msgstr "显示模拟期间处理的墙段。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show Avoidance"
msgstr "显示避免"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Shows the processed avoidance geometry from simulation."
msgstr "显示模拟中处理的回避几何体。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show Carve Hull"
msgstr "显示 Carve Hull"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Shows the hull used to carve the obstacle from navmesh."
msgstr "显示用来从导航网格 carve 障碍物的 hull。"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Baked Agent Size"
msgstr "烘焙代理大小"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Generated Off Mesh Links"
msgstr "生成分离网格链接"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Agent Types"
msgstr "代理类型"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Cost"
msgstr "成本"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Navmesh Display"
msgstr "导航网格显示"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Agent Display"
msgstr "代理显示"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Obstacle Display"
msgstr "障碍显示"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show NavMesh"
msgstr "显示 NavMesh"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show HeightMesh"
msgstr "显示 HeightMesh"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show NavMesh Portals"
msgstr "显示 NavMesh 入口"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show NavMesh Links"
msgstr "显示 NavMesh 链接"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show Proximity Grid"
msgstr "显示邻近网格"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Show HeightMesh BV-Tree"
msgstr "显示 HeightMesh BV-Tree"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Reset Legacy Bake Settings"
msgstr "重置旧版烘焙设置"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Name Prop"
msgstr "名称属性"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Radius Prop"
msgstr "半径属性"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Height Prop"
msgstr "高度属性"

#: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "Step Height Prop"
msgstr "步高 Prop"

#: [MenuItem]Editor/Mono/SceneModeWindows/NavigationWindow.cs:1
msgid "AI"
msgstr "AI"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "Smallest hole in the geometry through which the camera is supposed to see. The single float value of the parameter represents the diameter of the imaginary smallest hole, i.e. the maximum extent of a 3D object that fits through the hole."
msgstr "应该透过相机看到的几何体上最小的孔。参数的单个浮值表示假想的最小孔的直径，即穿过孔的 3D 对象的最大范围。"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "The backface threshold is a size optimization that reduces unnecessary details by testing backfaces. A value of 100 is robust and never removes any backfaces. A value of 5 aggressively reduces the data based on locations with visible backfaces. The idea is that typically valid camera positions cannot see many backfaces. For example, geometry under terrain and inside solid objects can be removed."
msgstr "背面阈值是一项大小优化，通过测试背面来减少不必要的细节。值为 100 时比较稳妥，不会移除任何背面。值为 5 时会根据有可见背面的位置大幅减少数据。原理在于，通常来说，有效的摄像机位置是看不到很多背面的。例如，位于地形下方和实体对象内部的几何体就可以移除。"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "Far Clip Plane used during baking. This should match the largest far clip plane used by any camera in the scene. A value of 0.0 sets the far plane to Infinity."
msgstr "烘烤期间使用的远剪裁平面。该平面应该匹配场景中任何摄像机使用的最大远剪裁平面。值为 0.0 时，远平面会被设置为无穷大。"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "The size of the smallest object that will be used to hide other objects when doing occlusion culling. For example, if a value of 4 is chosen, then all the objects that are higher or wider than 4 meters will block visibility and the objects that are smaller than that will not. This value is a tradeoff between occlusion accuracy and storage size."
msgstr "进行遮挡剔除时用于隐藏其他对象的最小对象的大小。例如，如果值选择为 4，则所有高于或大于 4 米的对象将阻止可见性，而小于该值的对象则不会阻止可见性。该值是遮挡精度和存储大小之间的折衷。"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "Default Parameters"
msgstr "默认参数"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "The default parameters guarantee that any given scene computes fast and the occlusion culling results are good. As the parameters are always scene specific, better results will be achieved when fine tuning the parameters on a scene to scene basis. All the parameters are dependent on the unit scale of the scene and it is imperative that the unit scale parameter is set correctly before setting the default values."
msgstr "默认参数保证可以快速计算任何给定场景并且遮挡剔除结果良好。由于参数始终是针对特定场景的，为逐个场景微调参数可以获得更好的结果。所有参数都取决于场景的单位比例，因此在设置默认值之前必须正确设置单位比例参数。"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "Visualization"
msgstr "可视化"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "Select a Mesh Renderer or an Occlusion Area from the scene."
msgstr "从场景中选择一个网格渲染器或一片遮挡区域。"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "Select a Camera from the scene."
msgstr "从现场中选择一个摄像机。"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "The visualization may not correspond to current bake settings and Occlusion Area placements if they have been changed since last bake."
msgstr "如果上次烘焙后曾发生改变，可视化效果可能会与当前烘焙设置以及遮挡区域放置有出入。"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "See the occlusion culling visualization in the Scene View based on the selected Camera."
msgstr "在场景视图中基于选定的摄像机查看遮挡剔除情况。"

#: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1
msgid "No occlusion data has been baked."
msgstr "没有烘焙任何遮挡数据"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Workflow"
msgstr "工作流"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 Editor-Missing:Missing detected at runtime.
msgid "The \"Hide\" mode is useful for fast discovery while the \"Show\" mode is useful for finding specific items."
msgstr "“隐藏”模式对于有助于快速发现，而“显示”模式则有助于查找特定项目。"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Force Overdraw"
msgstr "强制透支"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Draws Collider geometry on top of render geometry"
msgstr "在渲染几何体上绘制碰撞器几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "View Distance"
msgstr "查看距离"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Lower bound on distance from camera to physics geometry."
msgstr "相机到物理几何体的距离下界。"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Terrain Tiles Max"
msgstr "地形 Tiles 最大"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Number of mesh tiles to drawn."
msgstr "要绘制的网格图块数。"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show Layers"
msgstr "显示层"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show selected layers"
msgstr "显示所选层"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show Physics Scene"
msgstr "显示物理场景"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show selected physics scenes"
msgstr "显示所选物理场景"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show Static Colliders"
msgstr "显示静态碰撞器"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show collision geometry from Colliders that do not have a Rigidbody"
msgstr "显示无刚体的碰撞器的碰撞几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show Triggers"
msgstr "显示触发器"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show collision geometry from Colliders that have 'isTrigger' enabled"
msgstr "显示已启用 'isTrigger' 的碰撞器的碰撞几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show Rigidbodies"
msgstr "显示刚体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show collision geometry from Rigidbodies"
msgstr "显示刚体的碰撞几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show Kinematic Bodies"
msgstr "显示运动体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show collision geometry from Kinematic Rigidbodies"
msgstr "显示运动刚体的碰撞几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show Sleeping Bodies"
msgstr "显示休眠体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show collision geometry from Sleeping Rigidbodies"
msgstr "显示休眠刚体的碰撞几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show BoxColliders"
msgstr "显示 BoxColliders"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show collision geometry that is BoxCollider"
msgstr "显示作为 BoxCollider 的碰撞几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show SphereColliders"
msgstr "显示 SphereColliders"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show collision geometry that is SphereCollider"
msgstr "显示作为 SphereCollider 的碰撞几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show CapsuleColliders"
msgstr "显示 CapsuleColliders"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show collision geometry that is CapsuleCollider"
msgstr "显示作为 CapsuleCollider 的碰撞几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show MeshColliders (convex)"
msgstr "显示 MeshColliders（凸面）"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show collision geometry that is Convex MeshCollider"
msgstr "显示作为凸面 MeshCollider 的碰撞几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show MeshColliders (concave)"
msgstr "显示 MeshColliders（凹面）"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show collision geometry that is Concave MeshCollider"
msgstr "显示作为凹面 MeshCollider 的碰撞几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show TerrainColliders"
msgstr "显示 TerrainColliders"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show collision geometry that is TerrainCollider"
msgstr "显示作为 TerrainCollider 的碰撞几何体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Physics Debug"
msgstr "物理调试"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Static Colliders"
msgstr "静态碰撞器"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Triggers"
msgstr "触发器"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Rigidbodies"
msgstr "刚体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Kinematic Bodies"
msgstr "Kinematic 机构"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Sleeping Bodies"
msgstr "休眠体"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Variation"
msgstr "变化"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Transparency"
msgstr "透明度"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "devOptions"
msgstr "devOptions"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Force Dot"
msgstr "力点"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "DotAlpha"
msgstr "DotAlpha"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Hide tools"
msgstr "隐藏工具"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Collision Geometry"
msgstr "碰撞几何"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Mouse Select"
msgstr "鼠标选择"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Use Scene Cam"
msgstr "使用场景摄像头"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Collider Types"
msgstr "碰撞器类型"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Selected Object Info"
msgstr "选择的对象信息"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Show All"
msgstr "显示全部"

#: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Show None"
msgstr "不显示"

#: [MenuItem]Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1
msgid "Physics Debugger"
msgstr "物理调试器"

#: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1
msgid "Infinite"
msgstr "无穷大"

#: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1
msgid "Far Plane"
msgstr "远平面"

#: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Find References in Scene"
msgstr "在场景中查找引用"

#: Editor/Mono/SceneModeWindows/LightingWindow.cs:1
msgid "Generate Lighting"
msgstr "生成照明"

#: Editor/Mono/SceneModeWindows/LightingWindow.cs:1
msgid "Generates the lightmap data for the current master scene.  This lightmap data (for realtime and baked global illumination) is stored in the GI Cache. For GI Cache settings see the Preferences panel."
msgstr "生成当前主场景的光照贴图数据。该光照贴图数据（用于实时和烘焙全局照明）存储“GI 缓存”中。关于“GI 缓存”设置请参见“首选项”面板。"

#: Editor/Mono/SceneModeWindows/LightingWindow.cs:1
msgid "Environment"
msgstr "环境"

#: Editor/Mono/SceneModeWindows/LightingWindow.cs:1
msgid "Realtime Lightmaps"
msgstr "实时光照贴图"

#: Editor/Mono/SceneModeWindows/LightingWindow.cs:1
msgid "Baked Lightmaps"
msgstr "烘焙光照贴图"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "Enable/disable scene preview mode."
msgstr "启用/禁用场景预览模式。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "No animatable object selected."
msgstr "没有选定可动画对象。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "To begin animating {0}, create {1}."
msgstr "要开始动画{0}，请创建{1}。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "an Animator and an Animation Clip"
msgstr "一个动画器和一个动画剪辑"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "an Animation Clip"
msgstr "一个动画剪辑"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "Dopesheet"
msgstr "简报"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "Samples"
msgstr "样本"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "Create New Clip..."
msgstr "创建新剪辑..."

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "Editing and playback of animations on optimized game object hierarchy is not supported.\nPlease select a game object that does not have 'Optimize Game Objects' applied."
msgstr "不支持在已经优化的游戏对象层次结构上编辑和回放动画。\n请选择一个尚未应用“优化游戏对象”的游戏对象。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "Animation Clip is Read-Only"
msgstr "动画剪辑为只读"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "Show Read-Only Properties"
msgstr "显示只读属性"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Play the animation clip."
msgstr "播放动画剪辑。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Enable/disable keyframe recording mode."
msgstr "启用/禁用关键帧记录模式。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Go to previous keyframe."
msgstr "转到上一个 keyframe。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Go to next keyframe."
msgstr "转到下一个 keyframe。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Go to the beginning of the animation clip."
msgstr "转到动画剪辑开头。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Go to the end of the animation clip."
msgstr "转到动画剪辑末尾。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Add keyframe."
msgstr "添加关键帧。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Add event."
msgstr "添加事件。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "Filter by selection."
msgstr "按选择过滤。"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1
msgid "Animation Window is linked to Timeline Editor.  Press to Unlink."
msgstr "“动画窗口”已经链接到“时间轴编辑器”。按下即可“取消链接”。"

#: Editor/Mono/Animation/AnimationWindow/AddCurvesPopupHierarchyGUI.cs:1
msgid "Add Properties"
msgstr "添加属性"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1
msgid " (Default Value)"
msgstr " （默认值）"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1
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:1
msgid " (Missing!)"
msgstr " （缺失！）"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1
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:1
msgid " (Duplicate GameObject name!)"
msgstr " （重复的游戏对象名称！）"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1
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:1
msgid "Remove Properties"
msgstr "移除属性"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1
msgid "Remove Property"
msgstr "移除属性"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1
msgid "Add Key"
msgstr "添加密钥"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1
msgid "Delete Key"
msgstr "删除关键帧"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1
msgid "Remove Curve"
msgstr "移除曲线"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1
msgid "Add Property"
msgstr "添加属性"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1
msgid "Interpolation/Euler Angles (Quaternion)"
msgstr "插值/欧拉角（四元数）"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1
msgid "Interpolation/Quaternion"
msgstr "插值/四元数"

#: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:1
msgid "Delete Keys"
msgstr "删除关键帧"

#: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:1
msgid "Edit Keys..."
msgstr "编辑关键帧..."

#: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:1
msgid "Edit Key..."
msgstr "编辑关键帧..."

#: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:1
msgid "Edit Curve"
msgstr "编辑曲线"

#: Editor/Mono/Animation/AnimationWindow/DopeSheetEditor.cs:1
msgid "Drop Key"
msgstr "放置关键帧"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Clamped Auto"
msgstr "自动钳制"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Free Smooth"
msgstr "自由平滑"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Flat"
msgstr "平"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Broken"
msgstr "断开"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Left Tangent/Free"
msgstr "左切线/自由"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Left Tangent/Linear"
msgstr "左切线/线性"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Left Tangent/Constant"
msgstr "左切线/恒定"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Left Tangent/Weighted"
msgstr "左切线/加权"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Right Tangent/Free"
msgstr "右切线/自由曲线"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Right Tangent/Linear"
msgstr "右切线/线性"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Right Tangent/Constant"
msgstr "右切线/恒定曲线"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Right Tangent/Weighted"
msgstr "右切线//加权"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Both Tangents/Free"
msgstr "双切线/自由曲线"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Both Tangents/Linear"
msgstr "双切线/线性曲线"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Both Tangents/Constant"
msgstr "双切线/恒定曲线"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Both Tangents/Weighted"
msgstr "双切线/加权曲线"

#: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1
msgid "Weighted"
msgstr "加权"

#: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1
msgid "Update Key"
msgstr "更新密钥"

#: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1
msgid "Remove Key"
msgstr "移除密钥"

#: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1
msgid "Remove All Keys"
msgstr "移除所有密钥"

#: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1
msgid "Go to Previous Key"
msgstr "转到“上个键”"

#: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1
msgid "Go to Next Key"
msgstr "转到“下个键”"

#: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1
msgid "Key All Modified"
msgstr "密钥全部修改"

#: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1
msgid "Key All Animated"
msgstr "密钥全部动画"

#: Editor/Mono/Animation/AnimationWindow/MinMaxCurveEditorWindow.cs:1
msgid "Curve Editor"
msgstr "曲线编辑器"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:1
msgid "Some functions were overloaded in MonoBehaviour components and may not work as intended if used with Animation Events!"
msgstr "某些函数在 MonoBehaviour 组件中过载，如果与动画事件一起使用，可能无法正常工作！"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:1
msgid "Function"
msgstr "函数"

#: [MenuItem]Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:1
msgid "AnimationWindowEvent"
msgstr "AnimationWindowEvent"

#: Editor/Mono/Animation/AnimationWindow/CurveEditorSettings.cs:1
msgid "time"
msgstr "时间"

#: Editor/Mono/Animation/AnimationWindow/CurveEditorSettings.cs:1
msgid "value"
msgstr "值"

#: Editor/Mono/Animation/AnimationWindow/RotationCurveInterpolation.cs:1
msgid "Rotation Interpolation"
msgstr "旋转插值"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowUtility.cs:1
msgid "Material Reference"
msgstr "材质引用"

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowUtility.cs:1
msgid "Create a new animation for the game object '{0}':"
msgstr "为游戏对象 '{0}’ 创建一个新动画："

#: Editor/Mono/Animation/AnimationWindow/AnimationWindowUtility.cs:1
msgid "Create New Animation"
msgstr "创建新动画"

#: Editor/Mono/Annotation/LayerVisibilityWindow.cs:1
msgid "Edit Layers..."
msgstr "编辑图层..."

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Camera Speed"
msgstr "摄像机速度"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "The current speed of the camera in the Scene view."
msgstr "摄像机在“场景”视图中的当前速度。"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Camera Acceleration"
msgstr "摄像机加速"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Check this to enable acceleration when moving the camera. When enabled, camera speed is evaluated as a modifier. With acceleration disabled, the camera is accelerated to the Camera Speed."
msgstr "选中此项可在移动摄像机时启用加速。启用后，摄像机速度将算作修改器。禁用加速后，摄像机将加速到“摄像机速度”。"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "The height of the camera's view angle. Measured in degrees vertically, or along the local Y axis."
msgstr "摄像机视角的高度。在垂直方向或沿局部 Y 轴以度为单位测量。"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Dynamic Clipping"
msgstr "动态剪裁"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Check this to enable camera's near and far clipping planes to be calculated relative to the viewport size of the Scene."
msgstr "选中此项可以相对于场景的视区大小计算摄像机的近剪裁平面和远剪裁平面。"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Camera Easing"
msgstr "摄像机缓入缓出"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Check this to enable camera movement easing. This makes the camera ease in when it starts moving and ease out when it stops."
msgstr "选中此项可启用摄像机缓入缓出功能。这样可以在摄像机开始移动时缓入，而在停止时缓出。"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "The minimum speed of the camera in the Scene view. Valid values are between [0.001, 98]."
msgstr "摄像机在场景视图中的最小速度。有效值介于 [0.001, 98] 之间。"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "The maximum speed of the camera in the Scene view. Valid values are between [0.002, 99]."
msgstr "摄像机在场景视图中的最大速度。有效值介于 [0.002, 99] 之间。"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Copy Placement"
msgstr "复制布局"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Paste Placement"
msgstr "粘贴布局"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Copy Settings"
msgstr "复制设置"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Paste Settings"
msgstr "粘贴设置"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Reset Settings"
msgstr "重置设置"

#: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1
msgid "Scene Camera"
msgstr "场景摄像机"

#: Editor/Mono/Annotation/SceneRenderModeWindow.cs:1
msgid "Show Lightmap Resolution"
msgstr "显示光照贴图分辨率"

#: Editor/Mono/Annotation/AnnotationWindow.cs:1
msgid "Show/Hide Icon"
msgstr "显示/隐藏图标"

#: Editor/Mono/Annotation/AnnotationWindow.cs:1
msgid "Select Icon"
msgstr "选择图标"

#: Editor/Mono/Annotation/AnnotationWindow.cs:1
msgid "Show/Hide Gizmo"
msgstr "显示/隐藏小工具"

#: Editor/Mono/Annotation/AnnotationWindow.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Scripts"
msgstr "脚本"

#: Editor/Mono/Annotation/AnnotationWindow.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Built-in Components"
msgstr "内置组件"

#: Editor/Mono/Annotation/AnnotationWindow.cs:1
msgid "3D Icons"
msgstr "3D 图标"

#: Editor/Mono/Annotation/AnnotationWindow.cs:1
msgid "Selection Outline"
msgstr "选择轮廓"

#: Editor/Mono/Annotation/AnnotationWindow.cs:1
msgid "Selection Wire"
msgstr "选择线"

#: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:1
msgid "Certificate password."
msgstr "证书密码。"

#: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:1
msgid "Enter Windows Store Certificate Password"
msgstr "输入 Windows 应用商店证书密码"

#: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:1
msgid "Invalid password."
msgstr "密码无效。"

#: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1
msgid "Publisher"
msgstr "发布者"

#: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1
msgid "Publisher of the package."
msgstr "包的发布者。"

#: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1
msgid "Confirm password"
msgstr "确认密码"

#: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1
msgid "Re-enter certificate password."
msgstr "重新输入证书密码。"

#: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1
msgid "Current file will be overwritten."
msgstr "当前文件将被覆盖。"

#: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1
msgid "Create Test Certificate for Windows Store"
msgstr "为 Windows 应用商店创建测试证书"

#: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1
msgid "Publisher must be specified."
msgstr "必须指定发布者。"

#: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1
msgid "Invalid publisher."
msgstr "无效的发布者。"

#: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1
msgid "Confirm the password."
msgstr "确认密码。"

#: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1
msgid "Passwords do not match."
msgstr "密码不匹配。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Specifies the material that is used to simulate the sky or other distant background in the Scene."
msgstr "指定用于模拟“场景”中的天空或其他远处背景的材质。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Sun Source"
msgstr "太阳源"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Specifies the directional light that is used to indicate the direction of the sun when a procedural skybox is used. If set to None, the brightest directional light in the Scene is used to represent the sun."
msgstr "指定使用程序天空盒时用来指示太阳方向的定向光。如果设置为“无”，则“场景”中最亮的定向光用来表示太阳。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Specifies whether to use a skybox, gradient, or color for ambient light contributed to the Scene."
msgstr "指定是否对“场景”中的环境光使用天空盒、渐变或颜色。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Controls the brightness of the skybox lighting in the Scene."
msgstr "控制“场景”中天空盒灯光的亮度。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Specifies whether to use the skybox or a custom cube map for reflection effects in the Scene."
msgstr "指定是否对“场景”中的反射效果使用天空盒或自定义立方体贴图。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Controls the resolution for the cube map assigned to the skybox material for reflection effects in the Scene."
msgstr "控制分配给天空盒材质的立方体贴图的分辨率，以便用于“场景”中反射效果。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Controls how Unity compresses the reflection cube maps. Options are Auto, Compressed, and Uncompressed. Auto compresses the cube maps if the compression format is suitable."
msgstr "控制 Unity 如何压缩反射立方体贴图。选项包括“自动”、“压缩”和“未压缩”。如果压缩格式合适，则自动压缩立方体贴图。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Controls how much the skybox or custom cubemap affects reflections in the Scene. A value of 1 produces physically correct results."
msgstr "控制天空盒或自定义立方体贴图对“场景”中反射的影响程度。值为 1 会产生物理上正确的结果。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Controls how many times a reflection includes other reflections. A value of 1 results in the Scene being rendered once so mirrored reflections will be black. A value of 2 results in mirrored reflections being visible in the Scene."
msgstr "控制某个反射包含其他反射的次数。值为 1 会导致“场景”渲染一次，因此镜像反射将为黑色。值为 2 会导致镜像反射在“场景”中可见。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Sky Color"
msgstr "天空颜色"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Controls the color of light emitted from the sky in the Scene."
msgstr "控制“场景”天空发出的光的颜色。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Equator Color"
msgstr "赤道颜色"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Controls the color of light emitted from the sides of the Scene."
msgstr "控制“场景”侧面发出的光的颜色。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Ground Color"
msgstr "地面颜色"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Controls the color of light emitted from the ground of the Scene."
msgstr "控制“场景”地面发出的光的颜色。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Ambient Color"
msgstr "环境颜色"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Controls the color of the ambient light contributed to the Scene."
msgstr "控制作用于“场景”的环境光的颜色。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Specifies the custom cube map used for reflection effects in the Scene."
msgstr "指定用于“场景”中反射效果的自定义立方体贴图。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Realtime Shadow Color"
msgstr "实时阴影颜色"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "The color used for mixing realtime shadows with baked lightmaps in Subtractive lighting mode. The color defines the darkest point of the realtime shadow."
msgstr "用于在“减性”照明模式下将实时阴影与烘焙光照贴图混合的颜色。颜色定义了实时阴影的最暗点。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Environment Lighting"
msgstr "环境照明"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Environment Reflections"
msgstr "环境反射"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Shader of this material does not support skybox rendering."
msgstr "此材质的着色器不支持天空盒渲染。"

#: Editor/Mono/SettingsWindow/LightingEditor.cs:1
msgid "Create Light"
msgstr "创建光照"

#: Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Controls the density of the fog effect in the Scene when using Exponential or Exponential Squared modes."
msgstr "控制使用“指数”或“指数平方”模式时，“场景”中雾效果的浓度。"

#: Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Controls the distance from the camera where the fog will start in the Scene."
msgstr "控制雾在“场景”中开始的距离。"

#: Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Controls the distance from the camera where the fog will completely obscure objects in the Scene."
msgstr "控制雾完全遮挡“场景”中的对象时距离相机的距离。"

#: Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Specifies whether fog is used in the Scene or not."
msgstr "指定是否在“场景”中使用雾。"

#: Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Controls the color of the fog drawn in the Scene."
msgstr "控制“场景”中绘制的雾的颜色。"

#: Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Controls the mathematical function determining the way fog accumulates with distance from the camera. Options are Linear, Exponential, and Exponential Squared."
msgstr "控制确定雾与相机距离累积方式的数学函数。选项包括“线性”、“指数”和“指数平方”。"

#: Editor/Mono/SettingsWindow/FogEditor.cs:1
msgid "Fog has no effect on opaque objects when using Deferred Shading rendering. Use the Global Fog image effect instead, which supports opaque objects."
msgstr "使用“延迟着色”渲染时，雾对不透明对象没有影响。请改为使用支持不透明对象的“全局雾”图像效果。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Shader used for Deferred Shading."
msgstr "用于延迟着色的着色器。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Shader used for Deferred reflection probes."
msgstr "用于延迟反射探测器的着色器。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Shader used for Legacy (light prepass) Deferred Lighting."
msgstr "用于旧版（光照预通道）延迟光照的着色器。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Shader used for screen-space cascaded shadows."
msgstr "用于屏幕空间级联阴影的着色器。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Shader used for depth and normals texture when enabled on a Camera."
msgstr "在摄像机上启用时用于深度和法线纹理的着色器。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Shader for generation of Motion Vectors when the rendering camera has renderMotionVectors set to true."
msgstr "当渲染摄像机的 renderMotionVectors 设置为 true 时生成“运动矢量”的着色器。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Default Shader used for light halos."
msgstr "用于光环的默认着色器。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Default Shader used for lens flares."
msgstr "用于镜头光晕的默认着色器。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Video"
msgstr "视频"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
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:1
msgid "Baked Non-Directional"
msgstr "非定向烘焙"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Include support for baked non-directional lightmaps."
msgstr "烘焙非定向|支持非定向光照贴图。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Baked Directional"
msgstr "烘焙方向"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Include support for baked directional lightmaps."
msgstr "烘焙定向|提供烘焙定向光照贴图支持。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Include support for baked shadow occlusion."
msgstr "包括对烘焙阴影遮挡的支持。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Baked Subtractive"
msgstr "减性烘焙"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Include support for baked subtractive lightmaps."
msgstr "包括对烘焙减性光照贴图的支持。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Realtime Non-Directional"
msgstr "实时非定向"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Include support for realtime non-directional lightmaps."
msgstr "实时非定向|包括对实时非定向光照贴图的支持。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Realtime Directional"
msgstr "实时方向"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Include support for realtime directional lightmaps."
msgstr "包括对实时定向光照贴图的支持。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Import From Current Scene"
msgstr "从当前场景导入"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Calculate lightmap modes used by the current scene."
msgstr "计算当前场景使用的光照贴图模式。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Linear"
msgstr "线性"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Include support for Linear fog."
msgstr "线性|包括对线性曲线雾的支持。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Exponential"
msgstr "指数的"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Include support for Exponential fog."
msgstr "指数|包括对指数雾的支持。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Exponential Squared"
msgstr "指数平方"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Include support for Exponential Squared fog."
msgstr "指数平方|包括对指数平方雾的支持。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Calculate fog modes used by the current scene."
msgstr "计算当前场景使用的雾模式。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Save to asset..."
msgstr "保存到资源..."

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Save currently tracked shaders into a Shader Variant Manifest asset."
msgstr "将当前跟踪的着色器保存到“着色器变体清单”资源中。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Clear currently tracked shader variant information."
msgstr "清除当前跟踪的着色器变体信息。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Realtime Global Illumination CPU Usage"
msgstr "实时全局照明 CPU 使用情况"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "How many CPU worker threads to create for Realtime Global Illumination lighting calculations in the Player. Increasing this makes the system react faster to changes in lighting at a cost of using more CPU time. The higher the CPU Usage value, the more worker threads are created for solving Realtime GI."
msgstr "为播放器中的“实时全局照明”灯光计算创建多少个 CPU 工作线程。增加线程数会使系统对灯光变化的反应更快，但代价是会使用更多的 CPU 时间。“CPU 使用”值越高，为解决“实时 GI”而创建的工作线程数就越多。"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Platform shader settings"
msgstr "平台着色器设置"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Built-in shader settings"
msgstr "内置着色器设置"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Shader preloading"
msgstr "着色器预加载"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Lightmap Modes"
msgstr "光照贴图模式"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Fog Modes"
msgstr "雾模式"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Instancing Variants"
msgstr "实例化变体"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "FP16"
msgstr "FP16"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "R11G11B10"
msgstr "R11G11B10"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Unlimited"
msgstr "无限制"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Low (Tier1)"
msgstr "低（第 1 层）"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Medium (Tier 2)"
msgstr "中等（第 2 层）"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "High (Tier 3)"
msgstr "高（第 3 层）"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Use Defaults"
msgstr "使用默认"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Standard Shader"
msgstr "标准着色器"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Standard Shader Quality"
msgstr "标准着色器质量"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Reflection Probes Box Projection"
msgstr "反射探测器盒投影"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Reflection Probes Blending"
msgstr "反射探测器混合"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Detail Normal Map"
msgstr "细节法线贴图"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Cascaded Shadows"
msgstr "级联阴影"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Prefer 32-bit shadow maps"
msgstr "首选 32 位阴影贴图"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Enable Semitransparent Shadows"
msgstr "启用半透明阴影"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Enable Light Probe Proxy Volume"
msgstr "启用光线探测器代理卷"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Use HDR"
msgstr "使用 HDR"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "HDR Mode"
msgstr "HDR 模式"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Video Shaders Include Mode"
msgstr "视频着色器包含模式"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Lightmap Stripping"
msgstr "光照贴图剥离"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Fog Stripping"
msgstr "雾剥离"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Fog Keep Exp 2"
msgstr "雾保持指数 2"

#: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1
msgid "Instancing Stripping"
msgstr "实例化剥离"

#: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1
msgid "Controls the visibility of the halo effect around lights in the Scene."
msgstr "控制“场景”中灯光周围光晕效果的可见性。"

#: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1
msgid "Specifies the Texture used when drawing the halo effect around lights in the Scene"
msgstr "指定在“场景”中的灯光周围绘制光晕效果时使用的纹理"

#: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1
msgid "Controls the visibility of lens flares from lights in the Scene."
msgstr "控制“场景”中灯光的镜头光晕的可见性。"

#: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1
msgid "Controls the time over which lens flares fade from view after initially appearing."
msgstr "控制镜头光晕出现后再从视野中淡去的时间。"

#: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1
msgid "Specifies the Texture mask used to cast shadows, create silhouettes, or patterned illumination when using spot lights."
msgstr "指定使用聚光灯时用于投射阴影，创建轮廓或图案照明的“纹理”遮罩。"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Snap value for the Rotate tool"
msgstr "旋转工具的捕捉值"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Snap value for the Scale tool"
msgstr "缩放工具的捕捉值"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "World Grid"
msgstr "世界网格"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Settings for the Scene View grid that is aligned in world space."
msgstr "在世界空间中对齐的场景视图网格的设置。"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Increment Snap"
msgstr "增量吸附"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Snap values relative to the origin of movement."
msgstr "相对于移动原点的吸附值。"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Align Selection to Grid"
msgstr "将选定项对齐到网格"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Snap selected objects to the nearest grid position."
msgstr "将选定对象对齐到最近的网格位置。"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Set Position"
msgstr "设置位置"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Sets the grid center point match the handle position, or reset it to world origin."
msgstr "将网格中心点设置为与手柄位置匹配，或将其重置为世界原点。"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "The amount of space between X, Y, and Z grid lines."
msgstr "X、Y 和 Z 网格线之间的间距。"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Move"
msgstr "移动"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Snap value for the Move tool per-axis."
msgstr "移动工具每轴的吸附值。"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "All Axes"
msgstr "所有轴"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Snaps selected objects to the nearest grid point."
msgstr "将选定对象对齐到最近的网格点。"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Snaps selected object to the grid on the X axis."
msgstr "将选定对象捕捉到 X 轴上的网格。"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Snaps selected object to the grid on the Y axis."
msgstr "将选定对象捕捉到 Y 轴上的网格。"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Snaps selected object to the grid on the Z axis."
msgstr "将选定对象捕捉到 Z 轴上的网格。"

#: Editor/Mono/Grids/SnapSettingsWindow.cs:1
msgid "Snap to Grid"
msgstr "捕捉到网格"

#: Editor/Mono/Grids/GridSettingsWindow.cs:1
msgid "Grid Axis"
msgstr "网格轴"

#: Editor/Mono/Grids/GridSettingsWindow.cs:1
msgid "Grid Settings"
msgstr "网格设置"

#: Editor/Mono/Grids/GridSettingsWindow.cs:1
msgid "Opacity"
msgstr "不透明度"

#: Editor/Mono/Grids/GridSettingsWindow.cs:1
msgid "Edit Grid and Snap Settings..."
msgstr "编辑网格和吸附设置..."

#: [MenuItem]Editor/Mono/Undo/UndoWindow.cs:1
msgid "Internal"
msgstr "内部"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Record"
msgstr "记录"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Record profiling information"
msgstr "记录分析信息"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "RT 0"
msgstr "RT 0"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show render target #0"
msgstr "显示渲染目标 #0"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "RT 1"
msgstr "RT 1"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show render target #1"
msgstr "显示渲染目标 #1"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "RT 2"
msgstr "RT 2"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show render target #2"
msgstr "显示渲染目标 #2"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "RT 3"
msgstr "RT 3"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show render target #3"
msgstr "显示渲染目标 #3"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "RT 4"
msgstr "RT 4"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show render target #4"
msgstr "显示渲染目标 #4"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "RT 5"
msgstr "RT 5"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show render target #5"
msgstr "显示渲染目标 #5"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "RT 6"
msgstr "RT 6"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show render target #6"
msgstr "显示渲染目标 #6"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "RT 7"
msgstr "RT 7"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show render target #7"
msgstr "显示渲染目标 #7"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show depth buffer"
msgstr "显示深度缓冲区"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show all (RGB) color channels"
msgstr "显示所有（RGB）颜色通道"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show red channel only"
msgstr "仅显示红色通道"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show green channel only"
msgstr "仅显示绿色通道"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show blue channel only"
msgstr "仅显示蓝色通道"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Show alpha channel only"
msgstr "仅显示 alpha 通道"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Which render target color channels to show"
msgstr "颜色通道显示的渲染目标"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Levels"
msgstr "级别"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Render target display black/white intensity levels"
msgstr "渲染目标显示黑/白强度等级"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Click to select shader"
msgstr "单击选择着色器"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Click to copy shader and keywords text to clipboard."
msgstr "单击将着色器和关键字文本复制到剪贴板。"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Disable"
msgstr "禁用"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Enable"
msgstr "启用"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Frame Debug"
msgstr "帧调试"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Copy value"
msgstr "复制值"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Why this draw call can't be batched with the previous one"
msgstr "为什么不能用前一个调用批处理这个绘制调用"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Go back one frame"
msgstr "退回一帧"

#: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Go one frame forwards"
msgstr "前进一帧"

#: [MenuItem]Editor/Mono/PerformanceTools/FrameDebugger.cs:1
msgid "Frame Debugger"
msgstr "帧调试器"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Directory Monitoring"
msgstr "目录监视"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Monitor directories instead of periodically scanning all project files to detect asset changes."
msgstr "对目录进行监视，而不是定期扫描所有项目文件以检测资源更改。"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Enable Code Coverage"
msgstr "启用代码覆盖率"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Check this to enable Code Coverage. Code Coverage lets you see how much of your code is executed when it is run. Note that Code Coverage lowers Editor performance."
msgstr "选中此项可启用代码覆盖率。通过“代码覆盖率”可以查看运行代码时执行了多少代码。请注意，代码覆盖率会降低编辑器性能。"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Create Objects at Origin"
msgstr "在原点创建对象"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
msgid "Frame Throttling (milliseconds)"
msgstr "帧限制（毫秒）"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
msgid "Input Throttling (milliseconds)"
msgstr "输入限制（毫秒）"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
msgid "Interaction Mode"
msgstr "交互模式"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
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:1
msgid "No Throttling"
msgstr "无限制"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
msgid "Monitor Refresh Rate"
msgstr "显示器刷新率"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
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:1
msgid "Busy Progress Delay"
msgstr "繁忙进度延迟"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
msgid "Graph Snapping"
msgstr "图形吸附"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
msgid "Maximum Cache Size (GB)"
msgstr "最大缓存大小（GB）"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "The size of the GI Cache folder will be kept below this maximum value when possible. A background job will periodically clean up the oldest unused files."
msgstr "如果可能，“GI 缓存”文件夹的大小将始终低于此最大值。后台作业会定期清理最旧的未使用文件。"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Custom cache location"
msgstr "自定义缓存位置"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Specify the GI Cache folder location."
msgstr "指定“ GI 缓存”文件夹的位置。"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Cache Folder Location"
msgstr "缓存文件夹位置"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "The GI Cache folder is shared between all projects."
msgstr "“GI Cache”文件夹在所有项目之间共享。"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Cache compression"
msgstr "缓存压缩"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Use fast realtime compression for the GI cache files to reduce the size of generated data. Disable it and clean the cache if you need access to the raw data generated by Enlighten."
msgstr "对 GI 缓存文件使用快速实时压缩以减少生成的数据的大小。如果需要访问 Enlighten 生成的原始数据，请禁用该选项并清理缓存。"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Max Sprite Atlas Cache Size (GB)"
msgstr "最大 Sprite 图集缓存大小（GB）"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "The size of the Sprite Atlas Cache folder will be kept below this maximum value when possible. Change requires Editor restart"
msgstr "如果可能，“Sprite 图集缓存”文件夹的大小将始终低于此最大值。如有更改则需要重启“编辑器”。"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Enable filtering while searching"
msgstr "搜索时启用过滤"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
msgid "Enable filtering while editing LOD groups"
msgstr "编辑 LOD 组时启用过滤"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
msgid "Line Thickness"
msgstr "线粗"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Thickness of manipulator tool handle lines in UI points (0 = single pixel)"
msgstr "UI 点中的操控器工具手柄线条的粗度（0 = 单像素）"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Developer Mode"
msgstr "开发者模式"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
msgid "Show Repaint Dots"
msgstr "显示重绘点"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
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:1
msgid "Documentation Server"
msgstr "文档服务器"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Select the documentation redirection server."
msgstr "选择文档重定向服务器。"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Code Coverage collection is enabled for this Unity session. Note that Code Coverage lowers Editor performance."
msgstr "已为此 Unity 会话启用了代码覆盖率收集。请注意，代码覆盖率会降低编辑器性能。"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Open by file extension"
msgstr "按文件扩展名打开"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Browse..."
msgstr "浏览..."

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Auto Refresh"
msgstr "自动刷新"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Load Previous Project on Startup"
msgstr "启动时加载上次的项目"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Compress Assets on Import"
msgstr "导入时压缩资源"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Disable Editor Analytics (Pro Only)"
msgstr "禁用编辑器 Analytics（仅限专业版）"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Verify Saving Assets"
msgstr "验证保存资源"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Script Changes While Playing"
msgstr "播放时脚本更改"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Editor Font"
msgstr "编辑器字体"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Editor Theme"
msgstr "编辑器主题"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Light"
msgstr "灯光"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Dark"
msgstr "深色"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Enable Alphanumeric Sorting"
msgstr "启用字母数字排序"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "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:1
msgid "Code Optimization On Startup"
msgstr "启动时的代码优化"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Changing this setting requires a restart to take effect."
msgstr "此设置更改后需重启生效。"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Revision Control Diff/Merge"
msgstr "修订控制区别/合并"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "External Script Editor"
msgstr "外部脚本编辑器"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Image application"
msgstr "图像应用程序"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Editor icons and text scaling"
msgstr "编辑器图标和文本缩放"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Use default desktop setting"
msgstr "使用默认桌面设置"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Current scaling"
msgstr "当前缩放"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Use custom scaling value"
msgstr "使用自定义缩放值"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Cache settings can't be changed while lightmapping is being computed."
msgstr "计算光照贴图时不能更改缓存设置。"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Clean Cache"
msgstr "清理缓存"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Browse for GI Cache location"
msgstr "浏览 GI 缓存位置"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Cache size is"
msgstr "缓存大小是"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Please wait..."
msgstr "请稍候..."

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Editor Language (Experimental)"
msgstr "编辑器语言（实验功能）"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Editor language"
msgstr "编辑器语言"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Auto Refresh must be set when using Collaboration feature."
msgstr "使用协作功能时必须设置自动刷新"

#: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1
msgid "Package Manager Log Level"
msgstr "包管理器日志级别"

#: Editor/Mono/PreferencesWindow/DiagnosticsSwitchPreferences.cs:1
msgid "Some settings will not take effect until you restart Unity."
msgstr "重新启动 Unity 后，某些设置才会生效。"

#: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1
msgid "The size of the local asset cache server folder will be kept below this maximum value."
msgstr "始终低于此最大值的本地资源缓存服务器文件夹的大小。"

#: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1
msgid "Specify the local asset cache server folder location."
msgstr "指定本地资源缓存服务器文件夹的位置。"

#: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1
msgid "The local asset cache server folder is shared between all projects."
msgstr "所有项目之间共享本地资源缓存服务器文件夹。"

#: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1
msgid "Check Cache Size"
msgstr "检查缓存大小"

#: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1
msgid "Check the size of the local asset cache server - can take a while"
msgstr "检查本地资源缓存服务器的大小 - 可能需要一段时间"

#: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1
msgid "Browse for local asset cache server location"
msgstr "浏览本地资源缓存服务器位置"

#: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1
msgid "Isolate Selection"
msgstr "隔离选定项"

#: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1
msgid "Limits the table contents to the active selection."
msgstr "限制表内容为活动选择。"

#: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1
msgid "Show Inactive Objects"
msgstr "显示非活动对象"

#: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1
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:1
msgid "Adds this group to set of soloed groups"
msgstr "添加该组到独立组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "Mutes this group"
msgstr "静音此组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "Bypasses the effects on this group"
msgstr "绕过此组的效果"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "Drag horizontally to change wet mix levels or vertically to change order of effects. Note: Enable wet mixing in the context menu."
msgstr "水平拖拽更改湿混合级别或垂直拖到更改效果顺序。注意：在上下文菜单中启用湿混合。"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "Place the attenuation slot in the effect stack where attenuation should take effect"
msgstr "将衰减槽放置在效果堆栈中，使其发挥作用。"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "Connect to a Receive in the context menu or in the inspector"
msgstr "连接到上下文菜单或检查器中的“接收”"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "Connect a Send to this Receive"
msgstr "将“发送”连接到该“接收”"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "Connect a Send to this Duck Volume"
msgstr "将“发送”连接到该“闪避音量”"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "Ducking Fader"
msgstr "闪避推子"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "Attenuation fader"
msgstr "衰减音量控制器"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "The VU meter shows the current level of the mix of all sounds and subgroups."
msgstr "VU 表显示所有音频和子组的当前混合等级。"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "Referenced groups"
msgstr "已引用组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1
msgid "Mixer groups that are hidden but are referenced by the visible mixer groups are shown here for convenience"
msgstr "为了方便起见，在这里显示已隐藏但被可视混合器组引用的混合器组。"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1
msgid "Toggle bypass on this effect"
msgstr "开关忽略此效果"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1
msgid "Allow Wet Mixing (causes higher memory usage)"
msgstr "允许湿混（会消耗大量内存）"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Add..."
msgstr "添加..."

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1
msgid "Wet"
msgstr "湿"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1
msgid "Enables/disables wet/dry ratio on this effect. Note that this makes the DSP graph more complex and requires additional CPU and memory, so use it only when necessary."
msgstr "启用/禁用此效果的湿/干比率。注意，此选项会使 DSP 图更加复杂并且需要额外的 CPU 和内存，因此仅在需要时使用。"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1
msgid "Edit in Playmode"
msgstr "在“播放模式”中编辑"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1
msgid "Add Effect"
msgstr "添加特效"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1
msgid "Send level"
msgstr "发送级别"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1
msgid "Receive"
msgstr "接收"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1
msgid "Copy effect settings to all snapshots"
msgstr "复制效果设置到所有快照"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1
msgid "Copy effect settings to all snapshots, including wet level"
msgstr "复制效果设置到所有快照（包括湿级别）"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1
msgid "Remove this effect"
msgstr "移除此效果"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1
msgid "No valid Receive targets found"
msgstr "没有有效的接收目标"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1
msgid "No Send sources connected."
msgstr "未连接发送源"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerExposedParameterView.cs:1
msgid "Unexpose"
msgstr "取消暴露"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupViewList.cs:1
msgid "Views"
msgstr "视图"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupViewList.cs:1
msgid "A view is the saved visibility state of the current Mixer Groups. Use views to setup often used combinations of Mixer Groups."
msgstr "视图是当前混合器组的已保存可见性状态。使用视图可以设置常用混合器组的组合。"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerExposedParametersPopup.cs:1
msgid "Audio Mixer parameters can be exposed to scripting. Select an Audio Mixer Group, right click one of its properties in the Inspector and select 'Expose'."
msgstr "音频混合器参数可以暴露给脚本。选择一个音频混合器组，右键单击检查器中的一个属性，然后选择 '暴露'。"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "Audio Mixer"
msgstr "音频混合器"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "Sort groups alphabetically"
msgstr "按字母顺序进行组排序"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "Show referenced groups"
msgstr "显示已引用组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "Show group connections"
msgstr "显示组连接"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "Only highlight selected group connections"
msgstr "仅高亮显示选定的组连接"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "Vertical layout"
msgstr "垂直布局"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "Horizontal layout"
msgstr "水平布局"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "Use RMS metering for display"
msgstr "使用 RMS 测量显示"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "Use peak metering for display"
msgstr "使用峰值测量显示"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "DEVELOPER/Groups Rendered Above"
msgstr "DEVELOPER/Groups 上述渲染"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "DEVELOPER/Build 10 groups"
msgstr "DEVELOPER/Build 10 组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "DEVELOPER/Build 20 groups"
msgstr "DEVELOPER/Build 20 组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "DEVELOPER/Build 40 groups"
msgstr "DEVELOPER/Build 40 组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "DEVELOPER/Build 80 groups"
msgstr "DEVELOPER/Build 80 组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "DEVELOPER/Build 160 groups"
msgstr "DEVELOPER/Build 160 组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "DEVELOPER/Build chain of 10 groups"
msgstr "DEVELOPER/Build 10 组链"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "DEVELOPER/Build chain of 20 groups "
msgstr "DEVELOPER/Build 20 组链"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "DEVELOPER/Build chain of 40 groups"
msgstr "DEVELOPER/Build 40 组链"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "DEVELOPER/Build chain of 80 groups"
msgstr "DEVELOPER/Build 80 组链"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "DEVELOPER/Show overlays"
msgstr "DEVELOPER/显示覆盖"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "No Audio Mixers found in this project"
msgstr "在此项目中没有找到音频混合器"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1
msgid "Edit in Play Mode"
msgstr "在播放模式中编辑"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Are scene and inspector changes recorded into the animation curves?"
msgstr "场景和检查器更改是否已经记录到动画曲线中？"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:1
msgid "Snapshots"
msgstr "快照"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:1
msgid "A snapshot is a set of values for all parameters in the mixer. When using the mixer, you modify parameters in the selected snapshot. Blend between multiple snapshots at runtime."
msgstr "快照是混合器中的所有参数的一整套值。使用混合器时，您可以修改选定快照中的参数。在运行时可将多个快照进行混合。"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:1
msgid "Set as start Snapshot"
msgstr "设置为起始快照"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:1
msgid "Start snapshot"
msgstr "启动快照"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1
msgid "Linear Snapshot Transition"
msgstr "线性快照过渡"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1
msgid "Smoothstep Snapshot Transition"
msgstr "平滑插值快照过渡"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1
msgid "Squared Snapshot Transition"
msgstr "平方快照过渡"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1
msgid "SquareRoot Snapshot Transition"
msgstr "SquareRoot 快照过渡"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1
msgid "BrickwallStart Snapshot Transition"
msgstr "BrickwallStart 快照过渡"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1
msgid "BrickwallEnd Snapshot Transition"
msgstr "BrickwallEnd 快照过渡"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1
msgid "Mixers"
msgstr "混合器"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1
msgid "All mixers in the project are shown here. By default, a mixer outputs to the AudioListener but mixers can also route their output to other mixers. Each mixer shows where it outputs (in parenthesis). To reroute a mixer simply drag the mixer upon another mixer and select a group from the popup."
msgstr "项目中的所有混合器显示在此处。默认情况下，混合器输出到 AudioListener，但是混合器也可输出到其他混合器。各个混合器分别显示其输出位置（在圆括号中）。要重设混合器路径，只需将混合器拖拽到另一个混合器上，并从弹出的菜单中选择一个组即可。"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1
msgid "Delete AudioMixer"
msgstr "删除 AudioMixer"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1
msgid "Select Output Audio Mixer Group"
msgstr "选择输出音频混合器组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1
msgid "Add mixer asset. The asset will be saved in the same folder as the current selected mixer or, if none is selected, saved in the Assets folder."
msgstr "添加混合器资源。资源将被保存在当前选中混合器所在的文件夹，如果未选中任何文件夹，则将保存到“资源”文件夹中。"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1
msgid "Groups"
msgstr "组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1
msgid "An Audio Mixer Group is used by e.g Audio Sources to modify the audio output before it reaches the Audio Listener. An Audio Mixer Group will route its output to another Audio Mixer Group if it is made a child of that group. The Master Group will route its output to the Audio Listener if it doesn't route its output into another Mixer."
msgstr "例如音频源可以使用一个音频混合器组在其到达音频监听器前修改音频输出。一个音频混合器组会将其输出重定向到另一个音频混合器组，如果它成为那个组的子组。如果主组未将输出定向至其他混合器，则直接输出至音频监听器。"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1
msgid "Add child group"
msgstr "添加子组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1
msgid "Add sibling group"
msgstr "添加同级组"

#: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1
msgid "Modifying group topology in play mode is not allowed"
msgstr "禁止在播放模式中修改组拓扑"

#: Editor/Mono/Collab/CollabDialogs.cs:1
msgid "Describe your changes here"
msgstr "在此处描述您的更改"

#: Editor/Mono/Collab/CollabDialogs.cs:1
msgid "Changed assets:"
msgstr "变更的资源："

#: Editor/Mono/Collab/CollabDialogs.cs:1
msgid "Publish"
msgstr "发布"

#: Editor/Mono/Collab/CollabDialogs.cs:1
msgid "Issues:"
msgstr "问题："

#: Editor/Mono/Collab/CollabDialogs.cs:1
msgid "Accept"
msgstr "接受"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStageUtility.cs:1
msgid "Risk of unwanted modifications"
msgstr "意外修改风险"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStageUtility.cs:1
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:1
msgid "Exit Prefab Mode"
msgstr "退出预制件模式"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Auto Save"
msgstr "自动保存"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "When Auto Save is enabled, every change you make is automatically saved to the Prefab Asset. Disable Auto Save if you experience long import times."
msgstr "启用“自动保存”后，您所做的每项更改都会自动保存到预制件资源中。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:1
msgid "Show Overrides"
msgstr "显示覆盖"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Visualize overrides from the Prefab instance on the Prefab Asset. Overrides on the root Transform are always visualized."
msgstr "可视化预制件资源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:1
msgid "Error: The Prefab contents root has been deleted.\n\nPrefab: "
msgstr "错误：已删除预制件内容根。\n\n预制件："

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Error: The root GameObject of the opened Prefab has been moved out of the Prefab Stage scene by a script.\n\nPrefab: "
msgstr "错误：已打开的预制件的根游戏对象已由脚本移出预制件阶段场景。\n\n预制件："

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Prefab Asset has been deleted."
msgstr "已删除预制件资源。"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Prefab Has Been Changed on Disk"
msgstr "已在磁盘上更改预制件"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "You have modifications to the Prefab '{0}' that was changed on disk while in Prefab Mode. Do you want to keep your changes or reload the Prefab and discard your changes?"
msgstr "您在预制件模式下对磁盘上已更改的预制件 '{0}' 进行了修改。您想保留更改还是重新加载预制件并放弃更改？"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Keep Changes"
msgstr "保持更改"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Saving Variant Failed"
msgstr "保存变体失败"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Can't save the Prefab Variant when its base Prefab is missing. You have to unpack the root GameObject or recover the missing base Prefab in order to save the Prefab Variant"
msgstr "当缺少基础预制件时，无法保存预制件变体。必须解压缩根游戏对象或恢复缺失的基础预制件才能保存预制件变体"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "\n\nAuto Save has been temporarily disabled."
msgstr "\n\n已暂时禁用自动保存。"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Saving failed. Check the Console window to get more insight into what needs to be fixed."
msgstr "保存失败。请检查控制台窗口以进一步了解需要修复的问题。"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Save Prefab has failed"
msgstr "保存预制件失败"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Overwriting the same path as another open prefab is not allowed."
msgstr "不允许覆盖与另一个打开预制件相同的路径。"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Rename Prefab File Not Possible"
msgstr "无法重命名预制件文件"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "The Prefab file name must match the Prefab root GameObject name but there is already a Prefab asset with the file name '{0}' in the same folder. The root GameObject name will therefore be changed back to match the Prefab file name when saving."
msgstr "预制件文件名必须与预制件根游戏对象名称匹配，但相同文件夹中已有文件名为 '{0}' 的预制件资源。因此，根游戏对象名称将在保存时改回来与预制件文件名匹配。"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Cancel Save"
msgstr "取消保存"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Rename Prefab File?"
msgstr "重命名预制件文件？"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "The Prefab file name must match the Prefab root GameObject name. Do you want to rename the file to '{0}' or use the old name '{1}' for both?"
msgstr "预制件文件名必须与预制件根游戏对象名称匹配。您想要将文件重命名为 '{0}' 还是两者都使用旧名称 '{1}'？"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Rename File"
msgstr "重命名文件"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Use Old Name"
msgstr "使用旧名称"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Immutable Prefab"
msgstr "不可变的预制件"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
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/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Auto Saving..."
msgstr "正在自动保存..."

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Context:"
msgstr "上下文："

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Gray"
msgstr "灰色"

#: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1
msgid "Hidden"
msgstr "已隐藏"

#: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1
msgid "Version Control"
msgstr "版本控制"

#: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1
msgid "CONNECTING..."
msgstr "正在连接..."

#: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1
msgid "OFFLINE"
msgstr "离线"

#: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1
msgid "WORK OFFLINE is enabled in 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:1
msgid "Version Control Settings"
msgstr "版本控制设置"

#: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1
msgid "Apply All Incoming Changes"
msgstr "应用所有传入的变更"

#: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1
msgid "Incoming (xx)"
msgstr "传入 （xx）"

#: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1
msgid "Outgoing"
msgstr "传出"

#: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1
msgid "Delete Empty Changesets"
msgstr "删除空变更集"

#: [MenuItem]Editor/Mono/VersionControl/UI/VCMenuPending.cs:1
msgid "Pending"
msgstr "待定"

#: [MenuItem]Editor/Mono/VersionControl/UI/VCMenuPending.cs:1
msgid "Submit..."
msgstr "提交..."

#: [MenuItem]Editor/Mono/VersionControl/UI/VCMenuPending.cs:1
msgid "Revert..."
msgstr "恢复..."

#: [MenuItem]Editor/Mono/VersionControl/UI/VCMenuPending.cs:1
msgid "Resolve Conflicts..."
msgstr "解决冲突..."

#: [MenuItem]Editor/Mono/VersionControl/UI/VCMenuPending.cs:1
msgid "Diff"
msgstr "差异"

#: [MenuItem]Editor/Mono/VersionControl/UI/VCMenuPending.cs:1
msgid "Against Head..."
msgstr "针对头..."

#: [MenuItem]Editor/Mono/VersionControl/UI/VCMenuPending.cs:1
msgid "Against Head with .meta..."
msgstr "针对头及 .meta..."

#: [MenuItem]Editor/Mono/VersionControl/UI/VCMenuPending.cs:1
msgid "Reveal in Finder"
msgstr "在查找器中显示"

#: [MenuItem]Editor/Mono/VersionControl/UI/VCMenuPending.cs:1
msgid "New Changeset..."
msgstr "新建变更集..."

#: Editor/Mono/GUI/PackageImportTreeView.cs:1
msgid "This is a new Asset"
msgstr "这是一个新的“资源”"

#: Editor/Mono/GUI/PackageImportTreeView.cs:1
msgid "These files will be deleted!"
msgstr "这些文件将被删除！"

#: Editor/Mono/GUI/PackageImportTreeView.cs:1
msgid "Warning: File exists in project, but with different GUID. Will override existing asset which may be undesired."
msgstr "警告：文件存在于项目中，但具有不同的 GUID。将覆盖可能不想要的现有资源。"

#: Editor/Mono/GUI/PackageImportTreeView.cs:1
msgid "This file is new or has changed."
msgstr "此文件是新文件或已经更改。"

#: Editor/Mono/GUI/CacheServerWindow.cs:1
msgid "No cache server connected"
msgstr "未连接缓存服务器"

#: Editor/Mono/GUI/CacheServerWindow.cs:1
msgid "Connected"
msgstr "已连接"

#: Editor/Mono/GUI/CacheServerWindow.cs:1
msgid "Attempting to reconnect"
msgstr "正在尝试重新连接"

#: Editor/Mono/GUI/CacheServerWindow.cs:1
msgid "Open Project Settings..."
msgstr "打开项目设置..."

#: Editor/Mono/GUI/CacheServerWindow.cs:1
msgid "Refresh connection"
msgstr "刷新连接"

#: Editor/Mono/GUI/ObjectField.cs:1
msgid "Scene mismatch (cross scene references not supported)"
msgstr "场景不匹配（不支持跨场景引用）"

#: Editor/Mono/GUI/ObjectField.cs:1
msgid "Type mismatch"
msgstr "类型不匹配"

#: Editor/Mono/GUI/CacheServerToggle.cs:1
msgid "Cache Server disabled"
msgstr "已禁用缓存服务器"

#: Editor/Mono/GUI/CacheServerToggle.cs:1
msgid "Cache Server disconnected"
msgstr "已断开缓存服务器"

#: Editor/Mono/GUI/CacheServerToggle.cs:1
msgid "Cache Server connected"
msgstr "已连接缓存服务器"

#: Editor/Mono/GUI/AboutWindow.cs:1
msgid "Developer Mode {0}"
msgstr "开发者模式 {0}"

#: Editor/Mono/GUI/AboutWindow.cs:1
msgid "On"
msgstr "开启"

#: Editor/Mono/GUI/AboutWindow.cs:1
msgid "Off"
msgstr "关闭"

#: Editor/Mono/GUI/AssetSaveDialog.cs:1
msgid "Save Selected"
msgstr "保存选定项"

#: Editor/Mono/GUI/AssetSaveDialog.cs:1
msgid "Save Assets"
msgstr "保存资源"

#: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:1
msgid "Screenshot"
msgstr "屏幕截图"

#: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:1
msgid "Set Window Size %"
msgstr "设置窗口尺寸 %"

#: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:1
msgid "Set Window Size Small"
msgstr "设置小尺寸窗口"

#: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:1
msgid "Snap View %"
msgstr "对齐视图 %"

#: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:1
msgid "Snap View Toolbar"
msgstr "捕捉视图工具栏"

#: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:1
msgid "Snap View Extended Right %"
msgstr "捕捉视图向右延伸 %"

#: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:1
msgid "Snap Component"
msgstr "捕捉组件"

#: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:1
msgid "Snap Game View Content"
msgstr "捕捉游戏视图内容"

#: Editor/Mono/GUI/WindowLayout.cs:1
msgid "Save Layout"
msgstr "保存层"

#: Editor/Mono/GUI/WindowLayout.cs:1
msgid "Delete Layout"
msgstr "删除布局"

#: Editor/Mono/GUI/WindowLayout.cs:1
msgid "Invalid characters: {0}"
msgstr "无效字符：{0}"

#: [MenuItem]Editor/Mono/GUI/WindowLayout.cs:1
msgid "Game"
msgstr "游戏"

#: [MenuItem]Editor/Mono/GUI/WindowLayout.cs:1
msgid "Audio"
msgstr "音频"

#: [MenuItem]Editor/Mono/GUI/WindowLayout.cs:1
msgid "Console %"
msgstr "控制台 %"

#: Editor/Mono/GUI/FoldoutHeader.cs:1
msgid "You can't nest Foldout Headers, end it with EndHeaderFoldoutGroup."
msgstr "您不能嵌套折叠标头，请以 EndHeaderFoldoutGroup 结束它。"

#: Editor/Mono/GUI/ColorPicker.cs:1
msgid "Number of stops to over- or under-expose the color."
msgstr "过度曝光或曝光不足的停止次数。"

#: Editor/Mono/GUI/ColorPicker.cs:1
msgid "Hexadecimal"
msgstr "十六进制"

#: Editor/Mono/GUI/ColorPicker.cs:1
msgid "Swatches"
msgstr "样本"

#: Editor/Mono/GUI/ColorPicker.cs:1
msgid "RGB 0-255"
msgstr "RGB 0-255"

#: Editor/Mono/GUI/ColorPicker.cs:1
msgid "RGB 0-1.0"
msgstr "RGB 0-1.0"

#: Editor/Mono/GUI/ColorPicker.cs:1
msgid "HSV"
msgstr "HSV"

#: Editor/Mono/GUI/ColorPicker.cs:1
msgid "HDR Color"
msgstr "HDR 颜色"

#: Editor/Mono/GUI/ColorPicker.cs:1
msgid "Pick a color from the screen."
msgstr "从屏幕中选择一种颜色。"

#: Editor/Mono/GUI/PackageExport.cs:1
msgid "Include dependencies"
msgstr "包括依赖项"

#: Editor/Mono/GUI/PackageExport.cs:1
msgid "Items to Export"
msgstr "导出项"

#: Editor/Mono/GUI/PackageExport.cs:1
msgid "Export..."
msgstr "导出..."

#: Editor/Mono/GUI/PragmaFixingWindow.cs:1
msgid "Unity - #pragma fixing"
msgstr "Unity - #pragma 固定"

#: Editor/Mono/GUI/ReorderableList.cs:1
msgid "Changing size of the array will copy new value to all other selected objects."
msgstr "更改数组的大小会将新值复制到所有其他选定对象。"

#: Editor/Mono/GUI/ReorderableList.cs:1
msgid "Unique values in the different selected object array size properties will be lost"
msgstr "不同选定对象数组大小属性中的唯一值将丢失"

#: Editor/Mono/GUI/ReorderableList.cs:1
msgid "List is Empty"
msgstr "空列表"

#: Editor/Mono/GUI/ReorderableList.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Add to list"
msgstr "添加至列表"

#: Editor/Mono/GUI/ReorderableList.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Choose to add to list"
msgstr "选择添加到列表"

#: Editor/Mono/GUI/ReorderableList.cs:1
msgid "Remove selection or last element from list"
msgstr "从列表移除选择的元素或最后一个元素"

#: Editor/Mono/GUI/FallbackEditorWindow.cs:1
msgid "Failed to load"
msgstr "加载失败"

#: Editor/Mono/GUI/BumpMapSettingsFixingWindow.cs:1
msgid "A Material is using the texture as a normal map.\nThe texture must be marked as a normal map in the import settings."
msgstr "材质正使用纹理作为法线贴图。\n必须在导入设置中将此纹理标记为法线贴图。"

#: Editor/Mono/GUI/BumpMapSettingsFixingWindow.cs:1
msgid "NormalMap settings"
msgstr "NormalMap 设置"

#: Editor/Mono/GUI/AppStatusBar.cs:1
msgid "Show progress details"
msgstr "显示进度详细信息"

#: Editor/Mono/GUI/AppStatusBar.cs:1
msgid "Hide progress details"
msgstr "隐藏进度详细信息"

#: Editor/Mono/GUI/AppStatusBar.cs:1
msgid "Auto Generate Lighting On"
msgstr "自动生成光照贴图开启"

#: Editor/Mono/GUI/AppStatusBar.cs:1
msgid "Auto Generate Lighting Off"
msgstr "自动生成光照贴图关闭"

#: Editor/Mono/GUI/ManagedDebuggerToggle.cs:1
msgid "Debugger Attached"
msgstr "已连接调试器"

#: Editor/Mono/GUI/ManagedDebuggerToggle.cs:1
msgid "Debugger Disabled"
msgstr "已禁用调试器"

#: Editor/Mono/GUI/ManagedDebuggerToggle.cs:1
msgid "Debugger Enabled"
msgstr "已启用调试器"

#: Editor/Mono/GUI/EditorUpdateWindow.cs:1
msgid "Unity Editor Update Check"
msgstr "Unity 编辑器检查更新"

#: Editor/Mono/GUI/EditorUpdateWindow.cs:1
msgid "There is a new version of the Unity Editor available for download.\n\nCurrently installed version is {0}\nNew version is {1}"
msgstr "Unity 编辑器已有新版本可以下载。\n\n当前安装版本为 新版本为 {0}\n新版本为 {1}"

#: Editor/Mono/GUI/EditorUpdateWindow.cs:1
msgid "The Unity Editor is up to date. Currently installed version is {0}"
msgstr "“Unity 编辑器”已经是最新版。目前安装的版本为 {0}"

#: Editor/Mono/GUI/EditorUpdateWindow.cs:1
msgid "Check for Updates"
msgstr "检查更新"

#: Editor/Mono/GUI/EditorGUIInternal.cs:1
msgid "Controls the number of stops to over or under expose the lightmap."
msgstr "控制光照贴图过度曝光或曝光不足的停止次数。"

#: Editor/Mono/GUI/DockArea.cs:1
msgid "Maximize"
msgstr "最大化"

#: Editor/Mono/GUI/DockArea.cs:1
msgid "Close Tab"
msgstr "关闭选项卡"

#: Editor/Mono/GUI/DockArea.cs:1
msgid "Add Tab"
msgstr "添加选项卡"

#: Editor/Mono/GUI/ManagedDebuggerWindow.cs:1
msgid "Mode: Debug"
msgstr "模式：调试"

#: Editor/Mono/GUI/ManagedDebuggerWindow.cs:1
msgid "Switch to release mode"
msgstr "切换到发布模式"

#: Editor/Mono/GUI/ManagedDebuggerWindow.cs:1
msgid "Mode: Release"
msgstr "模式：发布"

#: Editor/Mono/GUI/ManagedDebuggerWindow.cs:1
msgid "Switch to debug mode"
msgstr "切换到调试模式"

#: Editor/Mono/GUI/ManagedDebuggerWindow.cs:1
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:1
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:1
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:1
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:1
msgid "Create New..."
msgstr "创建新..."

#: Editor/Mono/GUI/Tools/EditorToolWindow.cs:1
msgid "Editor Tool"
msgstr "编辑器工具"

#: [MenuItem]Editor/Mono/GUI/Tools/EditorToolWindow.cs:1
msgid "Active Tool"
msgstr "活动工具"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Recent"
msgstr "最近"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Available"
msgstr "可用"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "No custom tools available"
msgstr "无可用的自定义工具"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Editor tool"
msgstr "编辑器工具"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Local"
msgstr "局部"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Global"
msgstr "全局"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Toggle Tool Handle Position\n\nThe tool handle is placed at the center of the selection."
msgstr "切换工具句柄位置\n\n工具句柄位于选择的中心。"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Toggle Tool Handle Position\n\nThe tool handle is placed at the active object's pivot point."
msgstr "切换工具句柄位置\n\n工具句柄位于活动对象的轴心点。"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Toggle Tool Handle Rotation\n\nTool handles are in the active object's rotation."
msgstr "切换工具句柄旋转\n\n工具句柄处于活动对象的旋转中。"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Toggle Tool Handle Rotation\n\nTool handles are in global rotation."
msgstr "切换工具句柄旋转\n\n工具句柄处于全局旋转状态。"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Move Tool"
msgstr "移动工具"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Rotate Tool"
msgstr "旋转工具"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Scale Tool"
msgstr "缩放工具"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1
msgid "Rect Tool"
msgstr "矩形工具"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Move, Rotate or Scale selected objects."
msgstr "移动、旋转或缩放选定对象。"

#: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Orbit the Scene view."
msgstr "围绕“场景”视图进行轨道运行"

#: Editor/Mono/GUI/Tools/BuiltinTools.cs:1
msgid "Handle Position and Rotation"
msgstr "手柄位置与旋转"

#: Editor/Mono/GUI/Tools/BuiltinTools.cs:1
msgid "Transform Tool"
msgstr "变换组件工具"

#: Editor/Mono/GUI/FlexibleMenu/FlexibleMenu.cs:1
msgid "Add New Item"
msgstr "添加新项"

#: Editor/Mono/GUI/FlexibleMenu/FlexibleMenu.cs:1
msgid "Edit..."
msgstr "编辑…"

#: Editor/Mono/GUI/TreeView/MultiColumnHeader.cs:1
msgid "Resize to Fit"
msgstr "重设大小以适应"

#: Editor/Mono/GUI/TreeView/ToggleTreeView.cs:1
msgid "Toggle All"
msgstr "全部切换"

#: Editor/Mono/GUI/TreeView/ToggleTreeView.cs:1
msgid "Expand All"
msgstr "全部展开"

#: Editor/Mono/GUI/TreeView/TreeViewTests/TreeViewTestWindow.cs:1
msgid "TreeView Test"
msgstr "TreeView 测试"

#: Editor/Mono/GUI/TreeView/TreeViewTests/TreeViewTestWindow.cs:1
msgid "Large TreeView"
msgstr "大 TreeView"

#: Editor/Mono/GUI/TreeView/TreeViewTests/TreeViewTestWindow.cs:1
msgid "Custom Item Height TreeView"
msgstr "自定义项目高度 TreeView"

#: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:1
msgid "Unity Connect"
msgstr "Unity Connect"

#: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:1
msgid "Clear Access Token"
msgstr "清除访问令牌"

#: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:1
msgid "Computer GoesToSleep"
msgstr "计算机 GoesToSleep"

#: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:1
msgid "Computer DidWakeUp"
msgstr "计算机 DidWakeUp"

#: Editor/Mono/GameView/GameView.cs:1
msgid "Size of the game view on the screen."
msgstr "屏幕上游戏视图的大小。"

#: Editor/Mono/GameView/GameView.cs:1
msgid "VSync"
msgstr "VSync"

#: Editor/Mono/GameView/GameView.cs:1
msgid "Maximize On Play"
msgstr "播放时最大化"

#: Editor/Mono/GameView/GameView.cs:1
msgid "Mute Audio"
msgstr "音频静音"

#: Editor/Mono/GameView/GameView.cs:1
msgid "Stats"
msgstr "状态"

#: Editor/Mono/GameView/GameView.cs:1
msgid "Frame Debugger On"
msgstr "帧调试器已开启"

#: Editor/Mono/GameView/GameView.cs:1
msgid "Warn if No Cameras Rendering"
msgstr "如果没有相机渲染则发出警告"

#: Editor/Mono/GameView/GameView.cs:1
msgid "Clear Every Frame in Edit Mode"
msgstr "在“编辑模式”下清除每一帧"

#: Editor/Mono/GameView/GameView.cs:1
msgid "Low Resolution Aspect Ratios"
msgstr "低分辨率纵横比"

#: Editor/Mono/GameView/GameViewSizeMenu.cs:1
msgid "VSync (Game view only)"
msgstr "VSync（仅游戏视图）"

#: Editor/Mono/GameView/GameViewSizeMenu.cs:1
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:1
msgid "Width & Height"
msgstr "宽度和高度"

#: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1
msgid "Label"
msgstr "标签"

#: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1
msgid "Fixed Resolution"
msgstr "固定分辨率"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Create Empty %"
msgstr "创建空的 %"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Create Empty Child &"
msgstr "创建空的子对象"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Create Empty Parent %"
msgstr "创建空父对象 %"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Capsule"
msgstr "胶囊"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Quad"
msgstr "四边形"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Directional Light"
msgstr "定向光"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Point Light"
msgstr "点光源"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Area Light"
msgstr "区域光"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Reflection Probe"
msgstr "反射探测器"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Light Probe Group"
msgstr "光照探测器组"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Audio Source"
msgstr "音频源"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Audio Reverb Zone"
msgstr "音频混响区域"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Video Player"
msgstr "视频播放器"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Effects"
msgstr "效果"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Particle System"
msgstr "粒子系统"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Particle System Force Field"
msgstr "粒子系统力场"

#: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:1
msgid "Trail"
msgstr "拖尾"

#: Editor/Mono/Sprites/SpritePackerWindow.cs:1
msgid "Pack"
msgstr "打包"

#: Editor/Mono/Sprites/SpritePackerWindow.cs:1
msgid "Repack"
msgstr "重新打包"

#: Editor/Mono/Sprites/SpritePackerWindow.cs:1
msgid "View Atlas:"
msgstr "查看图集："

#: Editor/Mono/Sprites/SpritePackerWindow.cs:1
msgid "Page {0}"
msgstr "页 {0}"

#: Editor/Mono/Sprites/SpritePackerWindow.cs:1
msgid "Legacy sprite packing is disabled. Enable it in Edit > Project Settings > Editor."
msgstr "已禁用旧版 sprite 打包。可以在“编辑”>“项目设置”>“编辑器”中启用。"

#: Editor/Mono/Sprites/SpritePackerWindow.cs:1
msgid "Open Project Editor Settings"
msgstr "打开项目编辑器设置"

#: Editor/Mono/Sprites/SpriteUtility.cs:1
msgid "There should be a SpriteRenderer in dragged object"
msgstr "拖拽对象中应该有一个 SpriteRenderer"

#: Editor/Mono/Sprites/SpriteUtility.cs:1
msgid "Unable to add SpriteRenderer into Gameobject."
msgstr "无法将 SpriteRenderer 添加到游戏对象中。"

#: Editor/Mono/Sprites/SpriteUtility.cs:1
msgid "Failed to create animation for dragged object"
msgstr "为拖拽对象创建动画失败"

#: Editor/Mono/Sprites/SpriteUtilityWindow.cs:1
msgid "Sprite Editor Window"
msgstr "Sprite 编辑器窗口"

#: Editor/Mono/Sprites/SpriteUtilityWindow.cs:1
msgid "No Sprite Editor Window registered. Please download 2D Sprite package from Package Manager."
msgstr "没有注册任何 Sprite 编辑器窗口。请从包管理器下载 2D Sprite 包。"

#: [MenuItem]Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:1
msgid "Test"
msgstr "测试"

#: [MenuItem]Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:1
msgid "GenerateRegisterInternalCalls"
msgstr "GenerateRegisterInternalCalls"

#: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1
msgid "Target Platform"
msgstr "目标平台"

#: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1
msgid "Destination platform for standalone build"
msgstr "单机版目标平台"

#: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1
msgid "Architecture"
msgstr "架构"

#: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1
msgid "Build m_Architecture for standalone"
msgstr "为 standalone 生成 m_Architecture"

#: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1
msgid "Server Build"
msgstr "服务器版本"

#: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1
msgid "Headless player build tailored for server environments"
msgstr "针对服务器环境量身定制的无头播放器"

#: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1
msgid "x86_64"
msgstr "x86_64"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Max Size"
msgstr "最大尺寸"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Textures larger than this will be scaled down."
msgstr "大于此值的纹理将按比例缩小。"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Select algorithm to apply for textures when scaled down."
msgstr "选择纹理缩小时使用的算法。"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "How will this texture be compressed?"
msgstr "如何压缩这种纹理？"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Split Alpha Channel"
msgstr "拆分 Alpha 通道"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Alpha for this texture will be preserved by splitting the alpha channel to another texture, and both resulting textures will be compressed using ETC1."
msgstr "通过将 alpha 通道分解为另一个纹理的方法来保留此纹理的 Alpha，两个结果纹理都将使用 ETC1 来压缩。"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Use Crunch Compression"
msgstr "使用 Crunch 压缩"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Texture is crunch-compressed to save space on disk when applicable."
msgstr "纹理使用了 crunch 压缩，以便在适用时节省磁盘空间。"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Compressor Quality"
msgstr "压缩器质量"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Use the slider to adjust compression quality from 0 (Fastest) to 100 (Best)"
msgstr "使用滑块将压缩质量从 0（最快）调整为 100（最佳）"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Texture is not compressed."
msgstr "纹理未压缩。"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Texture compressed with low quality but high performance, high compression format."
msgstr "纹理使用了低质量压缩，但性能高、压缩格式高。"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Texture is compressed with a standard format."
msgstr "纹理使用了标准格式压缩。"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "Texture compressed with a high quality format."
msgstr "纹理采用高质量格式压缩。"

#: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1
msgid "The selected format value {0} is not compatible on this platform 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:1
msgid "Scripts Only Build"
msgstr "仅脚本生成"

#: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:1
msgid "Scripts Only Build re-compiles only scripts in the current Project, it skips processing other assets. When you Build, it will produce a new Player build, based on a previous successful build."
msgstr "“仅脚本生成”仅重新编译当前项目中的脚本，它会跳过其他资源的处理。在执行生成时，它将基于先前的成功生成结果来产生新的播放器生成。"

#: Editor/Mono/PlatformSupport/ReorderableTextureList.cs:1
msgid "Layer {0}"
msgstr "图层{0}"

#: Editor/Mono/PlatformSupport/ProvisioningProfileGUI.cs:1
msgid "Profile ID:"
msgstr "配置文件 ID："

#: Editor/Mono/PlatformSupport/ProvisioningProfileGUI.cs:1
msgid "Profile Type:"
msgstr "配置文件类型："

#: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:1
msgid "Maximum size of the packed texture."
msgstr "包装纹理的最大尺寸。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Assigning another Sprite Atlas asset will make this atlas a variant of it."
msgstr "指定另一个 Sprite Atlas 资源将使该地图集成为其变体。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Include in Build"
msgstr "包括在构建中"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Packed textures will be included in the build by default."
msgstr "打包的纹理默认包含在 build。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Allow Rotation"
msgstr "允许旋转"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Try rotating the sprite to fit better during packing."
msgstr "尝试旋转 sprite 以在包装过程中更好地适应。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Tight Packing"
msgstr "紧密包装"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Use the mesh outline to fit instead of the whole texture rect during packing."
msgstr "在包装过程中使用网格轮廓适应来代替整个纹理 rect。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "The amount of extra padding between packed sprites."
msgstr "打包 sprites 之间额外填充的量。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "sRGB"
msgstr "sRGB"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Texture content is stored in gamma space."
msgstr "纹理内容存储在伽马空间中。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Down scale ratio."
msgstr "降低比例。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Copy Master's Settings"
msgstr "复制 Master 设置"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Copy all master's settings into this variant."
msgstr "把所有 master 设置复制到变体中。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Objects for Packing"
msgstr "包装对象"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Only accepts Sprite Sheet (Texture) and Sprite."
msgstr "仅接受“精灵表（纹理）”和“精灵”。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Secondary Texture Name"
msgstr "辅助纹理名称"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
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:1
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:1
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:1
msgid "Main Texture"
msgstr "主纹理"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "New Secondary Texture settings."
msgstr "新的辅助纹理设置。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Packing"
msgstr "正在打包"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
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:1
msgid "Show Platform Settings For"
msgstr "显示以下的平台设置："

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Master"
msgstr "Master"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
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:1
msgid "Delete currently selected settings."
msgstr "删除当前选定的设置。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:1
msgid "Variant Scale"
msgstr "变体缩放"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1
msgid "Pack Preview"
msgstr "打包预览"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1
msgid "Pack this atlas."
msgstr "打包该图集。"

#: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1
msgid "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:1
msgid "Asset Store"
msgstr "资源商店"

#: [MenuItem]Editor/Mono/SelectionCommands/SelectionCommands.cs:1
msgid "Deselect All"
msgstr "取消全选"

#: [MenuItem]Editor/Mono/SelectionCommands/SelectionCommands.cs:1
msgid "Select Prefab Root %"
msgstr "选择预制件根 %"

#: [MenuItem]Editor/Mono/SelectionCommands/SelectionCommands.cs:1
msgid "Invert Selection"
msgstr "反向选择"

#: Editor/Mono/Clipboard/ClipboardContextMenu.cs:1
msgid "Copy Euler Angles"
msgstr "复制欧拉角"

#: Editor/Mono/Clipboard/ClipboardContextMenu.cs:1
msgid "Copy Quaternion"
msgstr "复制四元数"

#: Editor/Mono/Clipboard/ClipboardContextMenu.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Copy Path"
msgstr "复制路径"

#: Editor/Mono/Clipboard/ClipboardContextMenu.cs:1
msgid "Copy GUID"
msgstr "复制 GUID"

#: [MenuItem]Editor/Mono/Clipboard/ClipboardContextMenu.cs:1
msgid "Copy Position"
msgstr "复制位置"

#: [MenuItem]Editor/Mono/Clipboard/ClipboardContextMenu.cs:1
msgid "Paste Position"
msgstr "粘贴位置"

#: [MenuItem]Editor/Mono/Clipboard/ClipboardContextMenu.cs:1
msgid "Copy Rotation"
msgstr "复制旋转"

#: [MenuItem]Editor/Mono/Clipboard/ClipboardContextMenu.cs:1
msgid "Paste Rotation"
msgstr "粘贴旋转"

#: [MenuItem]Editor/Mono/Clipboard/ClipboardContextMenu.cs:1
msgid "Copy Scale"
msgstr "复制缩放"

#: [MenuItem]Editor/Mono/Clipboard/ClipboardContextMenu.cs:1
msgid "Paste Scale"
msgstr "粘贴缩放"

#: [MenuItem]Editor/Mono/Clipboard/ClipboardContextMenu.cs:1
msgid "Copy World Placement"
msgstr "复制世界布局"

#: [MenuItem]Editor/Mono/Clipboard/ClipboardContextMenu.cs:1
msgid "Paste World Placement"
msgstr "粘贴世界布局"

#: Editor/Graphs/UnityEditor.Graphs/AnimationBlendTree/GraphGUI.cs:1
msgid "Add Motion"
msgstr "添加运动"

#: Editor/Graphs/UnityEditor.Graphs/AnimationBlendTree/GraphGUI.cs:1
msgid "Add Blend Tree"
msgstr "添加混合树"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/EntryNode.cs:1
msgid "Make Transition"
msgstr "创建过渡"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/EntryNode.cs:1
msgid "Set StateMachine Default State"
msgstr "设置 StateMachine 默认状态"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1
msgid "Create State/Empty"
msgstr "创建状态/空"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1
msgid "Create State/From Selected Clip"
msgstr "创建状态/从选定剪辑"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1
msgid "Create State/From New Blend Tree"
msgstr "创建状态/从新混合树"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1
msgid "Create Sub-State Machine"
msgstr "创建子状态机"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1
msgid "Copy current StateMachine"
msgstr "复制当前 StateMachine"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:1
msgid "Set as Layer Default State"
msgstr "设置为图层默认状态"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:1
msgid "Create new BlendTree in State"
msgstr "在“状态”中创建一个新 BlendTree"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:1
msgid "Jump To State"
msgstr "跳转至状态"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:1
msgid "Add Behaviour"
msgstr "添加行为"

#: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:1
msgid "StateMachineBehaviour"
msgstr "StateMachineBehaviour"

#: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:1
msgid "Move Up"
msgstr "向上移动"

#: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:1
msgid "Move Down"
msgstr "向下移动"

#: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:1
msgid "InvalidStateMachineBehaviour"
msgstr "InvalidStateMachineBehaviour"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1
msgid "Copy Transition Parameters"
msgstr "复制转换参数"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1
msgid "Paste Conditions"
msgstr "粘贴条件"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1
msgid "Paste Both"
msgstr "粘贴两者"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1
msgid "Not Found"
msgstr "未找到"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Remove selection from list"
msgstr "从列表移除选择"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Transition has a fixed exit time"
msgstr "过渡有固定的退出时间"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Exit time in normalized time from current state"
msgstr "当前状态退出时间的归一化时间"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Fixed Duration "
msgstr "固定持续时间"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid " Transition duration is independent of state length"
msgstr "过渡持续时间依赖于状态长度"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Interruption Source"
msgstr "中断源"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Can be interrupted by transitions from"
msgstr "可以通过转换中断"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Normalized start time in the next state"
msgstr "下个状态中的归一化起始时间"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Transition Duration (s) "
msgstr "过渡持续时间(s)"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Transition duration in seconds"
msgstr "过渡持续时间（秒）"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Transition Duration (%) "
msgstr "过渡持续时间（％）"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Transition duration in normalized time from current state"
msgstr "从当前状态开始的归一化时间的过渡持续时间"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1
msgid "Can only be interrupted by higher priority transitions"
msgstr "只能被优先级更高的转换中断"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1
msgid "Multiplier"
msgstr "乘数"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1
msgid "Parameter used as multiplier for speed."
msgstr "可用作速度乘数的参数。"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1
msgid "Parameter"
msgstr "参数"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1
msgid "Use an AnimatorController's parameter to modulate this property at runtime."
msgstr "在运行时使用 AnimatorController 的参数调节此属性"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1
msgid "Override this constant value with an AnimatorController's parameter to animate this property at runtime."
msgstr "用一个 AnimatorController 参数覆盖此常数值，以便在运行时将此属性进行动画化。"

#: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1
msgid "Foot IK"
msgstr "脚部 IK"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "Change layer default weight."
msgstr "更改图层默认权重。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "Blending"
msgstr "正在混合"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "Choose between Override and Additive layer."
msgstr "选择“覆盖”或“添加”图层。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "Sync"
msgstr "同步"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "Synchronize this layer with another layer."
msgstr "将该层与另一层同步。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "Timing"
msgstr "定时"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "When active, the layer will take control of the duration of the Synced Layer."
msgstr "激活时，图层将控制“同步层”的持续时间。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "When active, the layer will have an IK pass when evaluated. It will trigger an OnAnimatorIK callback."
msgstr "激活时，图层在评估时将具有一个 IK 通道。该通道会触发 OnAnimatorIK 回调。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "Source Layer"
msgstr "源层"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "Specifies the source of the Synced Layer."
msgstr "指定“同步层”的源。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1
msgid "The AvatarMask that is used to mask the animation on the given layer."
msgstr "用于遮罩给定层上动画的 AvatarMask。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1
msgid "Animator"
msgstr "动画器"

#: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1
msgid "Click to edit controller's layers."
msgstr "单击编辑控制器图层。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1
msgid "Click to edit controller's parameters."
msgstr "单击编辑控制器参数。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1
msgid "Create New Layer"
msgstr "创建新层"

#: [MenuItem]Editor/Graphs/UnityEditor.Graphs/Animation/ParameterControllerEditor.cs:1
msgid "Animator Parameter"
msgstr "动画器参数"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1
msgid "Click to change layer settings."
msgstr "单击更改图层设置。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1
msgid "S"
msgstr "S"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1
msgid "Layer is a Synchronized layer."
msgstr "图层是“同步”图层。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1
msgid "S+T"
msgstr "S+T"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1
msgid "Layer is a Synchronized layer and will take control of the duration for this Synced Layer."
msgstr "图层是“同步”图层，将控制该“同步图层”的持续时间。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1
msgid "Additive Layer."
msgstr "叠加层。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1
msgid "M"
msgstr "M"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1
msgid "Layer has an AvatarMask."
msgstr "图层有一个 AvatarMask。"

#: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1
msgid "Character orientation may be erroneous for humanoid motion if there is an AvatarMask on the default layer.  Consider not using a mask for the default layer."
msgstr "如果默认图层上存在 AvatarMask，人形运动的角色朝向可能是错误的。请考虑不要在默认图层上使用遮罩。"

#: Modules/UnityConnectEditor/ServicesEditorWindow.cs:1
msgid "ON"
msgstr "开启"

#: Modules/UnityConnectEditor/ServicesEditorWindow.cs:1
msgid "OFF"
msgstr "关闭"

#: [MenuItem]Modules/UnityConnectEditor/ServicesEditorWindow.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Services"
msgstr "服务"

#: Modules/UnityConnectEditor/ProjectSettings/AdsProjectSettings.cs:1
msgid "N/A"
msgstr "不适用"

#: Modules/UnityConnectEditor/Common/SimpleStateMachine.cs:1
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/Common/ServicesConfiguration.cs:1
msgid "https://unity3d.com/teams"
msgstr "https://unity3d.com/teams"

#: Modules/UnityConnectEditor/Services/PurchasingService.cs:1
msgid "In-App Purchasing"
msgstr "应用内购"

#: Modules/UnityConnectEditor/Services/PurchasingService.cs:1
msgid "Simplify cross-platform IAP"
msgstr "简化跨平台 IAP"

#: Modules/UnityConnectEditor/Services/PurchasingService.cs:1
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:1
msgid "Cloud Build"
msgstr "云构建"

#: Modules/UnityConnectEditor/Services/BuildService.cs:1
msgid "Build games faster"
msgstr "更快地构建游戏"

#: Modules/UnityConnectEditor/Services/CollabService.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Collaborate"
msgstr "Collaborate"

#: Modules/UnityConnectEditor/Services/CollabService.cs:1
msgid "Create together seamlessly"
msgstr "无缝创建在一起"

#: Modules/UnityConnectEditor/Services/CrashService.cs:1
msgid "Cloud Diagnostics"
msgstr "云诊断"

#: Modules/UnityConnectEditor/Services/CrashService.cs:1
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:1
msgid "Unity Distribution Portal"
msgstr "Unity 分发平台"

#: Modules/UnityConnectEditor/Services/UDPServices.cs:1
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:1
msgid "Discover player insights"
msgstr "发现玩家见解"

#: Modules/UnityConnectEditor/Services/AdsService.cs:1
msgid "Ads"
msgstr "广告"

#: Modules/UnityConnectEditor/Services/AdsService.cs:1
msgid "Monetize your games"
msgstr "游戏变现"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1
msgid "Live"
msgstr "实时"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1
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:1
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:1
msgid "Showing search results are disabled while recording with deep profiling.\nStop recording to view search results."
msgstr "使用深度分析录制时，已禁用显示搜索结果。\n停止录制即可查看搜索结果。"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1
msgid "CPU:{0}ms   GPU:{1}ms"
msgstr "CPU:{0}毫秒   GPU:{1}毫秒"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1
msgid "Timeline"
msgstr "时间轴"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1
msgid "Raw Hierarchy"
msgstr "原始层次结构"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameDataTreeView.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Press 'F' to frame selection"
msgstr "按'F'进行帧选择"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1
msgid "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/ProfilerChart.cs:1
msgid "Collecting GPU Profiler data might have overhead. Close graph if you don't need its data"
msgstr "收集 GPU 探查器数据可能有性能消耗。如果您不需要此数据可以关闭图表"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:1
msgid "Metadata:"
msgstr "元数据："

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:1
msgid "Callstack:"
msgstr "调用栈："

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:1
msgid "No metadata or callstack is available for the selected sample."
msgstr "没有元数据或调用栈可用于选定的样本。"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Profiler"
msgstr "分析器"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Profiler Modules"
msgstr "性能分析器模块"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Add and remove profiler modules"
msgstr "添加和移除性能分析器模块"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Deep Profile"
msgstr "深度分析"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Instrument all 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:1
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:1
msgid "Frame: "
msgstr "帧："

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Selected frame / Total number of frames"
msgstr "选定的帧/总帧数"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
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:1
msgid "Clear the captured data"
msgstr "清除捕获的数据"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Preferences"
msgstr "首选项"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Open User Preferences for the Profiler"
msgstr "打开性能分析器的用户首选项"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Color Blind Mode"
msgstr "色盲模式"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
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:1
msgid "Show Stats for 'current frame'"
msgstr "显示 '当前帧' 的统计数据"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
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。"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Enable deep script profiling"
msgstr "启用脚本深度分析"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
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:1
msgid "Disable deep script profiling"
msgstr "禁用脚本深度分析"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
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:1
msgid "GC.Alloc"
msgstr "GC.Alloc"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "UnsafeUtility.Malloc(Persistent)"
msgstr "UnsafeUtility.Malloc(Persistent)"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "JobHandle.Complete"
msgstr "JobHandle.Complete"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Native Allocations (Editor Only)"
msgstr "本地分配（仅编辑器）"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Profiler files"
msgstr "分析器文件"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "All files"
msgstr "所有文件"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "No frame data available"
msgstr "没有可用的帧数据"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
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:1
msgid "Save Window"
msgstr "保存窗口"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Load Window"
msgstr "加载窗口"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Call Stacks"
msgstr "调用堆栈"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Previous frame"
msgstr "上一帧"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Next frame"
msgstr "下一帧"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Current frame"
msgstr "当前帧"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Save current profiling information to a binary file"
msgstr "将当前分析信息保存到二进制文件"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Load binary profiling information from a file. Shift click to append to the existing data"
msgstr "从文件中加载二进制分析信息。按住 Shift 键并单击即可追加到现有数据中"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Additional Options"
msgstr "更多选项"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Open Manual (in a web browser)"
msgstr "打开用户手册（在 Web 浏览器中）"

#: [MenuItem]Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1
msgid "Profiler (Standalone Process)"
msgstr "分析器（独立程序）"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "Overview"
msgstr "概述"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "Total"
msgstr "总计"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Self"
msgstr "自己"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "Calls"
msgstr "调用"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "GC Alloc"
msgstr "GC 分配"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "Time ms"
msgstr "时间毫秒"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "Self ms"
msgstr "自己 毫秒"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "DrawCalls"
msgstr "DrawCalls"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "GPU ms"
msgstr "GPU 毫秒"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "|Warnings"
msgstr "|警告"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "Object Name"
msgstr "对象名称"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "Start ms"
msgstr "起始毫秒"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "No Details"
msgstr "无细节"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1
msgid "Related Data"
msgstr "相关数据"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModulesDropdownWindow.cs:1
msgid "Restore Defaults"
msgstr "还原默认值"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModulesDropdownWindow.cs:1
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:1
msgid "Total time of all calls of the selected function in the frame."
msgstr "帧中所选功能的所有调用的总时间。"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1
msgid "Called From"
msgstr "调用于"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1
msgid "Parents the selected function is called from\n\n(Press 'F' for frame selection)"
msgstr "选择的家长函数调用自\n\n（按“F”选择框架）"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1
msgid "Calls To"
msgstr "调用至"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1
msgid "Functions which are called from the selected function\n\n(Press 'F' for frame selection)"
msgstr "从所选函数调用的函数\n\n（按下 'F' 进行帧选择）"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1
msgid "Total number of calls in a selected frame"
msgstr "所选帧中的调用总数"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1
msgid "Total time the selected function spends within a parent"
msgstr "选定函数在父级中花费的总时间"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1
msgid "Total time the child call spends within selected function"
msgstr "子调用在选定函数中花费的总时间"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1
msgid "Time %"
msgstr "时间 ％"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1
msgid "Shows how often the selected function was called from the parent call"
msgstr "显示父调用调用所选函数的频率"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1
msgid "Shows how often child call was called from the selected function"
msgstr "显示所选函数调用子调用的频率"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedView.cs:1
msgid "Select Line for the detailed information"
msgstr "选择行以获取详细信息"

#: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleEditorWindow.cs:1
msgid "Profiler Module Editor"
msgstr "性能分析器模块编辑器"

#: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleEditorWindow.cs:1
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/ModuleEditorWindow.cs:1
msgid "Save Changes Failed"
msgstr "保存更改失败"

#: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:1
msgid "Counters"
msgstr "计数器"

#: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:1
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:1
msgid "Remove Selected"
msgstr "移除选定项"

#: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:1
msgid "Delete Module"
msgstr "删除模块"

#: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:1
msgid "Available Counters"
msgstr "可用的计数器"

#: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:1
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:1
msgid "Add Selected"
msgstr "添加选定项"

#: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:1
msgid "Save Changes"
msgstr "保存更改"

#: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:1
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:1
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:1
msgid "Collapse EditorOnly Samples"
msgstr "折叠 EditorOnly 样本"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:1
msgid "Samples that are only created due to profiling the editor are collapsed by default, renamed to EditorOnly [<FunctionName>] 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:1
msgid "Show Full Scripting Method Names"
msgstr "显示完整脚本方法名称"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:1
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:1
msgid "Show Flow Events"
msgstr "显示流事件"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:1
msgid "Visualize job scheduling and execution."
msgstr "可视化作业调度和执行。"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UIProfilerModule.cs:1
msgid "UI"
msgstr "UI"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UIDetailsProfilerModule.cs:1
msgid "UI Details"
msgstr "UI 细节"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfilerTreeView.cs:1
msgid "Find matching objects in scene"
msgstr "在场景中查找匹配对象"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "Self Batch Count"
msgstr "自批量数"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "Cumulative Batch Count"
msgstr "累积批次数目"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "Self Vertex Count"
msgstr "自顶点数"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "Cumulative Vertex Count"
msgstr "累积顶点数目"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "Batch Breaking Reason"
msgstr "批量破坏原因"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "GameObject Count"
msgstr "游戏对象数目"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "GameObjects"
msgstr "游戏对象"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "No frame data available - UI profiling is only available when profiling in the editor"
msgstr "没有可用的帧数据 - 只有在编辑器中进行分析时才能使用 UI 分析"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "Detach"
msgstr "拆离"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "Checkerboard"
msgstr "棋盘"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "Black"
msgstr "黑色"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "White"
msgstr "白色"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "Standard"
msgstr "标准"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "Overdraw"
msgstr "过度绘制"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1
msgid "Composite overdraw"
msgstr "复合透支"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:1
msgid "GPU Usage"
msgstr "GPU 使用情况"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:1
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:1
msgid "GPU Profiling was enabled but no data was gathered."
msgstr "已启用 GPU 分析，但未收集到任何数据。"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:1
msgid "The Graphics API, driver, and device supported GPU Profiling."
msgstr "图形 API、驱动程序和设备支持的 GPU 分析。"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:1
msgid "GPU Profiling is currently not supported when profiling the Editor, try switching to Playmode."
msgstr "分析编辑器时，当前不支持 GPU 分析，请尝试切换到运行模式。"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:1
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:1
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:1
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:1
msgid "GPU Profiling is currently not supported on this device when PlayerSettings.enableFrameTimingStats is enabled."
msgstr "启用 PlayerSettings.enableFrameTimingStats 时，此设备上当前不支持 GPU 分析。"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:1
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:1
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/PhysX/PhysicsProfilerModule.cs:1
msgid "Physics"
msgstr "物理"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:1
msgid "Memory"
msgstr "内存"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:1
msgid "Gather object references"
msgstr "收集对象引用"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:1
msgid "Collect reference information to see where objects are referenced from. Disable this to save memory"
msgstr "收集参考信息以便查看引用对象的位置。禁用此选项可以节省内存"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Take Sample {0}"
msgstr "采样 {0}"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:1
msgid "Warning: this may freeze the Editor and the connected Player for a moment!"
msgstr "警告：这可能会暂时冻结编辑器和连接的播放器！"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:1
msgid "Memory usage in the Editor is not the same as it would be in a Player."
msgstr "编辑器中的内存使用量与播放器中的内存使用量不同。"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/CPUProfilerModule.cs:1
msgid "CPU Usage"
msgstr "CPU 使用情况"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:1
msgid "Instances"
msgstr "实例"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uNet/NetworkingOperationsProfilerModule.cs:1
msgid "Network Operations"
msgstr "网络操作"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uNet/NetworkingMessagesProfilerModule.cs:1
msgid "Network Messages"
msgstr "网络消息"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:1
msgid "Open Frame Debugger"
msgstr "打开帧调试器"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:1
msgid "Frame Debugger for current game view"
msgstr "当前游戏视图的帧调试器"

#: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:1
msgid "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/Box2D/Physics2DProfilerModule.cs:1
msgid "Physics (2D)"
msgstr "物理 (2D)"

#: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1
msgid "Maximum of visible frames in the Profiler Window."
msgstr "性能分析器窗口中的最大可见帧数。"

#: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1
msgid "Default recording state"
msgstr "默认记录状态"

#: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1
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:1
msgid "Remember"
msgstr "记住"

#: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1
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:1
msgid "The profiler starts with recording enabled."
msgstr "分析器在启动时启用记录。"

#: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1
msgid "The profiler starts with recording disabled."
msgstr "分析器在启动时禁用记录。"

#: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1
msgid "Default editor target mode"
msgstr "默认编辑器目标模式"

#: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1
msgid "Editmode"
msgstr "编辑模式"

#: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1
msgid "Profiler overhead and memory usage can increase significantly the more frames are kept visible in the Profiler Window through the 'Frame Count' setting."
msgstr "在性能分析器窗口中通过 '帧数' 设置保持可见的帧数越多，性能分析器的开销和内存使用量就会大大增加。"

#: Modules/AdaptivePerformance/Editor/AdaptivePerformanceInstaller.cs:1
msgid "Install Adaptive Performance"
msgstr "安装 Adaptive Performance"

#: Modules/AdaptivePerformance/Editor/AdaptivePerformanceInstaller.cs:1
msgid "Downloading Adaptive Performance ..."
msgstr "正在下载 Adaptive Performance..."

#: Modules/AdaptivePerformance/Editor/AdaptivePerformanceInstaller.cs:1
msgid "Installing Adaptive Performance ..."
msgstr "正在安装 Adaptive Performance..."

#: Modules/AdaptivePerformance/Editor/AdaptivePerformanceInstaller.cs:1
msgid "Read more"
msgstr "阅读更多"

#: Modules/GridEditor/Managed/GridEditor.cs:1
msgid "Cell Size"
msgstr "单元格大小"

#: Modules/GridEditor/Managed/GridEditor.cs:1
msgid "Cell Gap"
msgstr "单元格间隙"

#: Modules/GridEditor/Managed/GridEditor.cs:1
msgid "Cell Layout"
msgstr "单元格布局"

#: Modules/GridEditor/Managed/GridEditor.cs:1
msgid "Cell Swizzle"
msgstr "单元格重排"

#: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:1
msgid "Select the SketchUp nodes to import"
msgstr "选择要导入的 SketchUp 节点"

#: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:1
msgid "Nodes in the file hierarchy"
msgstr "文件层次结构中的节点"

#: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:1
msgid "SketchUp Node Selection Dialog"
msgstr "SketchUp 节点选择对话框"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "SketchUp"
msgstr "SketchUp"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "SketchUp import settings"
msgstr "SketchUp 导入设置"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Generate Back Face"
msgstr "生成背面"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Enable/disable generation of back facing polygons"
msgstr "启用/禁用背面多边形的生成"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Merge Coplanar Faces"
msgstr "合并共面"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Enable/disable merging of coplanar faces when generating meshes"
msgstr "启用/禁用生成网格时共面的合并"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Select Nodes..."
msgstr "选择节点..."

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Brings up the node selection dialog box"
msgstr "打开节点选择对话框"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Unit conversion"
msgstr "单位转换"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Length measurement to unit conversion. The value in Scale Factor is calculated based on the value here"
msgstr "长度测量到单位转换。“比例系数”中的值是基于此处的值计算的"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Longitude"
msgstr "经度"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Longitude Geo-location"
msgstr "经度地理位置"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Latitude"
msgstr "纬度"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Latitude Geo-location"
msgstr "纬度地理位置"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "North Correction"
msgstr "北方修正"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "The angle which will rotate the north direction to the z-axis for the model"
msgstr "旋转模型北向到 z 轴的角度"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Meters"
msgstr "米"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Centimeters"
msgstr "厘米"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Millimeters"
msgstr "毫米"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Inches"
msgstr "英寸"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Selected Nodes"
msgstr "选定的节点"

#: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1
msgid "Import Cameras"
msgstr "导入相机"

#: Modules/ParticleSystemEditor/ParticleSystemWindow.cs:1
msgid "Lock the current selected Particle System"
msgstr "锁定当前选定的粒子系统"

#: Modules/ParticleSystemEditor/ParticleSystemWindow.cs:1
msgid "Particle Effect"
msgstr "粒子效果"

#: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1
msgid "Optimize"
msgstr "优化"

#: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1
msgid "Click to optimize curve. Optimized curves are defined by having at most 3 keys, with a key at both ends, and do not support loop or ping pong wrapping."
msgstr "单击优化曲线。优化曲线的定义是最多有 3 个键，两端各有一个键，且不支持循环或乒乓包裹。"

#: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1
msgid "Remove selected curve(s)"
msgstr "移除选定的曲线"

#: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1
msgid "Open curve library"
msgstr "打开曲线库"

#: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:1
msgid "Particle System Curves"
msgstr "粒子系统曲线"

#: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:1
msgid "Hide Editor"
msgstr "隐藏编辑器"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Show/Hide Modules"
msgstr "显示/隐藏模块"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Velocity over Lifetime"
msgstr "生命周期内速度"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Limit Velocity over Lifetime"
msgstr "生命周期内速度限制"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Inherit Velocity"
msgstr "继承速度"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Lifetime by Emitter Speed"
msgstr "基于发射器速度的生存期"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Force over Lifetime"
msgstr "生命周期内受力"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Color over Lifetime"
msgstr "生命周期内颜色"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Color by Speed"
msgstr "速度颜色"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Size over Lifetime"
msgstr "生命周期内大小"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Size by Speed"
msgstr "速度决定大小"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Rotation over Lifetime"
msgstr "生命周期内旋转"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Rotation by Speed"
msgstr "按速度旋转"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "External Forces"
msgstr "外力"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Noise"
msgstr "噪音"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Collision"
msgstr "碰撞"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Sub Emitters"
msgstr "子发射器"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Texture Sheet Animation"
msgstr "纹理表格动画"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Trails"
msgstr "拖尾"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Custom Data"
msgstr "自定义数据"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Show All Modules"
msgstr "显示所有模块"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Show Location"
msgstr "显示位置"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Create Particle System"
msgstr "创建粒子系统"

#: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1
msgid "Create new Particle System"
msgstr "创建新粒子系统"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Playback Speed"
msgstr "回放速度"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Playback Speed is also affected by the Time Scale setting in the Time Manager."
msgstr "“回放速度”也受“时间管理器”中的“时间尺度”设置的影响。"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Playback Speed is locked to 0.0, because the Time Scale in the Time Manager is set to 0.0."
msgstr "“回放速度”被锁定为了 0.0，因为“时间管理器”中的“时间尺度”被设置为了 0.0。"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Play is disabled, because the Time Scale in the Time Manager is set to 0.0."
msgstr "已禁用播放，因为“时间管理器”中的“时间尺度”被设置为了 0.0。"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Show Bounds"
msgstr "显示边界"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Show world space bounding boxes."
msgstr "显示世界空间边界框。"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Show Only Selected"
msgstr "仅显示已选择"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Hide all unselected Particle Systems in the current Effect."
msgstr "隐藏当前效果中所有未选择的“粒子系统”。"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Resimulate"
msgstr "重新模拟"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "If resimulate is enabled, the Particle System will show changes made to the system immediately (including changes made to the Particle System Transform)."
msgstr "如果启用重新模拟，“粒子系统”将立即显示对系统所做的更改（包括对“粒子系统转换”所做的更改）。"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Simulate Layers"
msgstr "模拟层"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Automatically preview all looping Particle Systems on the chosen layers, in addition to the selected Game Objects."
msgstr "除选择的“游戏对象”外，在选定图层上自动预览所有的循环“粒子系统”。"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Particle System "
msgstr "粒子系统"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Playback Time"
msgstr "回放时间"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Particles"
msgstr "粒子"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Sub Emitter Particles"
msgstr "子发射器粒子"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Speed Range"
msgstr "速度范围"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Stop"
msgstr "停止"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Pause"
msgstr "暂停"

#: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1
msgid "Restart"
msgstr "重启"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1
msgid "Dampen"
msgstr "抑制"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1
msgid "Controls how much the velocity that exceeds the velocity limit should be dampened. A value of 0.5 will dampen the exceeding velocity by 50%."
msgstr "控制超过速度限制的速度应该受到的抑制。值为 0.5 将使超出速度减小 50％。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1
msgid "The speed limit of particles over the particle lifetime."
msgstr "粒子在粒子生存期内的速度限制。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1
msgid "Separate Axes"
msgstr "分离轴"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1
msgid "If enabled, you can control the velocity limit separately for each axis."
msgstr "如果启用，您可以分别控制每个轴的速度限制。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1
msgid "Space"
msgstr "空间"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1
msgid "Specifies if the velocity values are in local space (rotated with the transform) or world space."
msgstr "指定速度值是在本地空间（使用转换旋转）还是世界空间。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1
msgid "Control the amount of drag applied to each particle during its lifetime."
msgstr "控制在每个粒子的生命周期中施加的拖拽力。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1
msgid "Linear  X"
msgstr "线性 X"

#: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1
msgid "Apply linear velocity to particles."
msgstr "将线速度应用于粒子。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1
msgid "Orbital X"
msgstr "轨道 X"

#: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1
msgid "Apply orbital velocity to particles, which will rotate them around the center of the system."
msgstr "将轨道速度应用于粒子，使其围绕系统中心旋转。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1
msgid "Offset  X"
msgstr "偏移 X"

#: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1
msgid "Apply an offset to the center of rotation."
msgstr "将偏移应用于旋转中心。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1
msgid "Speed Modifier"
msgstr "速度修改器"

#: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1
msgid "Multiply the particle speed by this value"
msgstr "将粒子速度乘以该值"

#: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1
msgid "Radial"
msgstr "射线"

#: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1
msgid "Apply radial velocity to particles, which will project them out from the center of the system."
msgstr "将粒子径向速度应用于粒子，使其从系统中心投射出来。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:1
msgid "Specifies whether the emitter velocity is inherited as a one-shot when a particle is born, always using the current emitter velocity, or using the emitter velocity when the particle was born."
msgstr "指定当粒子出生时，发射器速度是否继承为一次性、是否始终使用当前发射器速度，还是在粒子出生时使用发射器速度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:1
msgid "Controls the amount of emitter velocity inherited during each particle's lifetime."
msgstr "控制每个粒子生命周期中继承的发射器速度的量。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:1
msgid "Initial"
msgstr "初始"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:1
msgid "Current"
msgstr "当前"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ColorModuleUI.cs:1
msgid "Controls the color of each particle during its lifetime."
msgstr "控制每个粒子在其生命周期内的颜色。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Select how trails are generated on the particles."
msgstr "选择如何在粒子上生成拖尾。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Ratio"
msgstr "比例"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Choose what proportion of particles will receive a trail."
msgstr "选择粒子接收拖尾的比例。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Lifetime"
msgstr "生存期"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "How long each trail will last, relative to the life of the particle."
msgstr "相对于粒子的寿命，每个拖尾持续多久。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Minimum Vertex Distance"
msgstr "最小顶点距离"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "The minimum distance each trail can travel before adding a new vertex."
msgstr "添加新顶点之前每条拖尾可以移动的最小距离。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "World Space"
msgstr "世界空间"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Trail points will be dropped in world space, even if the particle system is simulating in local space."
msgstr "即使粒子系统在局部空间中模拟，拖尾点也会在世界空间中被丢弃。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Die with Particles"
msgstr "随粒子消失"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "The trails will disappear when their owning particles die."
msgstr "当其所属的粒子消亡时，拖尾就会消失。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Size affects Width"
msgstr "大小会影响宽度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "The trails will use the particle size to control their width."
msgstr "拖尾会使用粒子大小来控制其宽度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Size affects Lifetime"
msgstr "大小会影响生命周期"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "The trails will use the particle size to control their lifetime."
msgstr "拖尾会使用粒子大小来控制其生存期。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Inherit Particle Color"
msgstr "继承粒子颜色"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "The trails will use the particle color as their base color."
msgstr "拖尾会使用粒子颜色作为其基色。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "The color of the trails during the lifetime of the particle they are attached to."
msgstr "附着的粒子的生存期内拖尾的颜色。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Width over Trail"
msgstr "拖尾宽度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Select a width for the trail from its start to end vertex."
msgstr "为拖尾选择一个从开始顶点到结束顶点的宽度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Color over Trail"
msgstr "拖尾颜色"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Select a color for the trail from its start to end vertex."
msgstr "为拖尾选择一种从开始顶点到结束顶点的颜色。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Ribbon Count"
msgstr "条带数"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Select how many ribbons to render throughout the Particle System."
msgstr "选择要在“粒子系统”中渲染的条带数量。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Split Sub Emitter Ribbons"
msgstr "分割子发射器色带"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "When used on a sub emitter, ribbons will connect particles from each parent particle independently."
msgstr "在子发射器上使用时，条带将独立连接来自每个父粒子的粒子。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Attach Ribbons to Transform"
msgstr "将条带附加到变换组件"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Connect each ribbon to the position of the Transform Component."
msgstr "将每个条带连接到变换组件的位置。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Ribbon"
msgstr "条带"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Stretch"
msgstr "伸展"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "Tile"
msgstr "平铺"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "DistributePerSegment"
msgstr "DistributePerSegment"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1
msgid "RepeatPerSegment"
msgstr "RepeatPerSegment"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Animation frames can either be specified on a regular grid texture, or as a list of Sprites."
msgstr "动画帧可以在常规网格纹理上指定，也可以在 Sprites 列表中指定。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Time Mode"
msgstr "时间模式"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Play frames either based on the lifetime of the particle, the speed of the particle, or at a constant FPS, regardless of particle lifetime."
msgstr "根据粒子生命周期、粒子速度或不考虑粒子生命周期而以恒定 FPS 来播放帧。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "FPS"
msgstr "FPS"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Specify the Frames Per Second of the animation."
msgstr "指定动画的每秒帧数。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Frame over Time"
msgstr "随时间推移的帧"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Controls the uv animation frame of each particle over its lifetime. On the horizontal axis you will find the lifetime. On the vertical axis you will find the sheet index."
msgstr "控制每个粒子在其生存期内的 uv 动画帧。水平轴上显示粒子的生存期。垂直轴上显示表索引。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Start Frame"
msgstr "开始帧"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Phase the animation, so it starts on a frame other than 0."
msgstr "对动画进行相位调整，使其从一个帧开始，而非从 0 开始。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Remaps speed in the defined range to a 0-1 value through the animation."
msgstr "通过动画将定义范围内的速度重新映射为 0-1 值。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Tiles"
msgstr "瓦片"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Defines the tiling of the texture."
msgstr "定义纹理的平铺。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Specifies the animation type: Whole Sheet or Single Row. Whole Sheet will animate over the whole texture sheet from left to right, top to bottom. Single Row will animate a single row in the sheet from left to right."
msgstr "指定动画类型：“整页”或“单行”。“整页”将从左到右、从上到下为整个纹理板绘制动画。“单行”则将从左到右为工作表中的单行绘制动画。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Row Mode"
msgstr "行模式"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Determine how the row is selected for each particle."
msgstr "确定如何为每个粒子选择行。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Row"
msgstr "行"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "The row in the sheet which will be played."
msgstr "要播放的工作表中的行。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "The list of Sprites to be played."
msgstr "要播放的 Sprites 列表。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Frame"
msgstr "帧"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "The frame in the sheet which will be used."
msgstr "将使用的工作表中的框架。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Cycles"
msgstr "周期"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Specifies how many times the animation will loop during the lifetime of the particle."
msgstr "指定动画在粒子生命周期中循环的次数。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Affected UV Channels"
msgstr "受影响的 UV 通道"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Specifies which UV channels will be animated."
msgstr "指定要绘制动画的 UV 通道。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Whole Sheet"
msgstr "整张工作表"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Single Row"
msgstr "单行"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Random"
msgstr "随机"

#: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1
msgid "Mesh Index"
msgstr "网格索引"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ColorByVelocityModuleUI.cs:1
msgid "Controls the color of each particle based on its speed."
msgstr "根据速度控制每个粒子的颜色。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ColorByVelocityModuleUI.cs:1
msgid "Remaps speed in the defined range to a color."
msgstr "将定义范围内的速度重新映射为颜色。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Colliders"
msgstr "碰撞器"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "The list of collision shapes to use for the trigger."
msgstr "用于触发器的碰撞形状列表。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Create a GameObject containing a sphere collider and 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:1
msgid "Inside"
msgstr "内部"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "What to do for particles that are inside the collision volume."
msgstr "如何处理碰撞体内的粒子。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Outside"
msgstr "外部"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "What to do for particles that are outside the collision volume."
msgstr "如何处理碰撞体外的粒子。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Enter"
msgstr "进入"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Triggered once when particles enter the collision volume."
msgstr "当粒子进入碰撞体时触发一次。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Triggered once when particles leave the collision volume."
msgstr "当粒子离开碰撞体时触发一次。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Collider Query Mode"
msgstr "碰撞体查询模式"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
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:1
msgid "Radius Scale"
msgstr "半径缩放"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Scale particle bounds by this amount to get more precise collisions."
msgstr "缩放该数量的粒子边界以便获得更精确的碰撞。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Visualize Bounds"
msgstr "可视化边界"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Render the collision bounds of the particles."
msgstr "渲染粒子的碰撞边界。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Kill"
msgstr "杀掉"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "Callback"
msgstr "回调"

#: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1
msgid "One"
msgstr "一个"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:1
msgid "Angular Velocity"
msgstr "角速率"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:1
msgid "Controls the angular velocity of each particle during its lifetime."
msgstr "控制每个粒子在其生命周期内的角速度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:1
msgid "If enabled, you can control the angular velocity limit separately for each axis."
msgstr "如果启用，您可以对各个轴的角速率限制进行单独控制。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SizeModuleUI.cs:1
msgid "Controls the size of each particle during its lifetime."
msgstr "控制每个粒子在其生命周期中的大小。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ModuleUIHelpers.cs:1
msgid "Constant Color"
msgstr "常量颜色"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "If enabled, you can control the noise separately for each axis."
msgstr "如果启用，您可以分别控制每个轴的噪声。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "How strong the overall noise effect is."
msgstr "整体噪音效果有多强。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Frequency"
msgstr "频率"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Low values create soft, smooth noise, and high values create rapidly changing noise."
msgstr "低值会产生柔和、平滑的噪音，而高值会产生快速变化的噪音。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "If enabled, strength is proportional to frequency."
msgstr "如果启用，强度将会与频率成比例。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Octaves"
msgstr "倍率"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Layers of noise that combine to produce final noise (Adding octaves increases the performance cost substantially!)"
msgstr "结合起来产生最终噪声的噪声层（添加倍率会大大增加性能成本！）"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Octave Multiplier"
msgstr "倍率乘数"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "When combining each octave, scale the intensity by this amount."
msgstr "合并各个倍率时，按此数量缩放强度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Octave Scale"
msgstr "倍率缩放"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "When combining each octave, zoom in by this amount."
msgstr "合并各个倍率时，按此数量放大。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Generate 1D, 2D or 3D noise."
msgstr "生成 1D、2D 或 3D 噪音。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Scroll Speed"
msgstr "滚动速度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Scroll the noise map over the particle system."
msgstr "在“粒子系统”上滚动噪声图。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Remap"
msgstr "重新映射"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Remap the final noise values into a new range."
msgstr "将最终噪声值重新映射到一个新范围。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Position Amount"
msgstr "位置数量"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "What proportion of the noise is applied to the particle positions."
msgstr "将多大比例的噪声施加到粒子位置。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Rotation Amount"
msgstr "旋转量"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "What proportion of the noise is applied to the particle rotations, in degrees per second."
msgstr "将多大比例的噪声施加到粒子旋转（以度/秒为单位）。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Size Amount"
msgstr "尺寸量"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Multiply the size of the particle by a proportion of the noise."
msgstr "将粒子大小乘以噪音比例。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Preview the noise as a texture."
msgstr "将噪音作为纹理预览。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Preview (Disabled)"
msgstr "预览（已禁用）"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Preview is disabled in multi-object editing mode."
msgstr "多对象编辑模式下禁用预览。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Remap Curve"
msgstr "重新映射曲线"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Low (1D)"
msgstr "低(1D)"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "Medium (2D)"
msgstr "中等 (2D)"

#: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1
msgid "High (3D)"
msgstr "高(3D)"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:1
msgid "Select the type of data to populate this stream with."
msgstr "选择要使用此流填充的数据类型。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:1
msgid "Number of Components"
msgstr "组件数量"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:1
msgid "How many of the components (XYZW) to fill."
msgstr "要填充多少个组件（XYZW）。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Defines the shape of the volume from which particles can be emitted, and the direction of the start velocity."
msgstr "定义粒子发射体的形状以及起始速度的方向。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Radius of the shape."
msgstr "半径形状。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Radius Thickness"
msgstr "半径厚度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Control the thickness of the spawn volume, from 0 to 1."
msgstr "控制生成体积的厚度，从 0 到 1。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Angle"
msgstr "角度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Angle of the cone."
msgstr "锥体角度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Length of the cone."
msgstr "锥的长度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Box Thickness"
msgstr "盒厚度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "When using shell/edge modes, control the thickness of the spawn volume, from 0 to 1."
msgstr "使用 shell/edge 模式时，控制生成卷的厚度；范围为 0 到 1。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Generate particles from vertices, edges or triangles."
msgstr "从顶点、边或三角形生成粒子。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Mesh that the particle system will emit from."
msgstr "发射粒子系统的网格。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "MeshRenderer that the particle system will emit from."
msgstr "发射粒子系统的 MeshRenderer。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "SkinnedMeshRenderer that the particle system will emit from."
msgstr "发射粒子系统的 SkinnedMeshRenderer。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Sprite that the particle system will emit from."
msgstr "发射粒子系统的 Sprite。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "SpriteRenderer that the particle system will emit from."
msgstr "发射粒子系统的 SpriteRenderer。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Single Material"
msgstr "单一材料"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Only emit from a specific material of the mesh."
msgstr "仅从网格的特定材质发射。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Use Mesh Colors"
msgstr "使用网格颜色"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Modulate particle color with mesh vertex colors, or if they don't exist, use the shader color property \"_Color\" or \"_TintColor\" from the material. Does not read texture colors."
msgstr "使用网格顶点颜色调整粒子颜色；如果没有网格顶点，请使用材质中的着色器颜色属性 \"_Color\" or \"_TintColor\"。请勿读取纹理颜色。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Normal Offset"
msgstr "法线偏移"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Offset particle spawn positions along the mesh normal."
msgstr "沿网格法线偏移的粒子生成位置。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Texture that the particles will sample their color from."
msgstr "粒子用来从中对颜色采样的纹理。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Clip Channel"
msgstr "剪辑频道"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Select a channel to use for discarding particles."
msgstr "选择一个用于丢弃粒子的通道。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Clip Threshold"
msgstr "剪辑阈值"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Only emit from parts of the texture where the Clip Channel is greater than or equal to this value."
msgstr "仅从“剪辑通”道大于或等于此值的纹理部分发射。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Color affects Particles"
msgstr "颜色会影响粒子"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Multiply the particle color by the texture RGB value."
msgstr "将粒子颜色乘以纹理 RGB 值。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Alpha affects Particles"
msgstr "Alpha 影响粒子"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Multiply the particle alpha by the texture alpha value."
msgstr "将粒子 alpha 乘以纹理 alpha 值。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Bilinear Filtering"
msgstr "双线性过滤"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Blend between pixels on the texture."
msgstr "在纹理上的像素之间混合。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "UV Channel"
msgstr "UV 通道"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Use the selected UV channel from the source mesh, for reading the texture."
msgstr "使用源网格中选定的 UV 通道来读取纹理。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Align To Direction"
msgstr "方向对齐"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Automatically align particles based on their initial direction of travel."
msgstr "根据初始行进方向自动对齐粒子。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Randomize Direction"
msgstr "随机化方向"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Override the initial direction of travel with a random direction."
msgstr "用随机方向覆盖初始行进方向。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Spherize Direction"
msgstr "球面化方向"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Override the initial direction of travel with a direction that projects particles outwards from the center of the Shape Transform."
msgstr "用从“形状转换”中心向外投射粒子的方向覆盖初始行进方向。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Randomize Position"
msgstr "随机化位置"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Move the starting positions by a random amount, up to this maximum value."
msgstr "随机移动起始位置至此最大值。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Emit from:"
msgstr "发射于："

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Specifies from where particles are emitted."
msgstr "指定粒子的发射位置。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Donut Radius"
msgstr "甜甜圈半径"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "The radius of the donut. Used to control the thickness of the ring."
msgstr "甜甜圈的半径。该半径用于控制环的厚度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Translate the emission shape."
msgstr "转换发射形状。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Rotate the emission shape."
msgstr "旋转发射形状。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Scale the emission shape."
msgstr "缩放发射形状。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Sphere Thickness Handle Change"
msgstr "球体厚度手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Sphere Handle Change"
msgstr "球体手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Circle Thickness Handle Change"
msgstr "圆形厚度手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Circle Handle Change"
msgstr "圆形手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Hemisphere Thickness Handle Change"
msgstr "半球厚度手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Hemisphere Handle Change"
msgstr "半球手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Cone Thickness Handle Change"
msgstr "锥体厚度手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Cone Handle Change"
msgstr "锥体手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Cone Volume Thickness Handle Change"
msgstr "锥体体积厚度手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Cone Volume Handle Change"
msgstr "锥体体积手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Box Handle Change"
msgstr "盒体手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Donut Handle Change"
msgstr "圆环手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Donut Radius Thickness Handle Change"
msgstr "圆环半径厚度手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Donut Radius Handle Change"
msgstr "圆环半径手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Edge Handle Change"
msgstr "边缘手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Rectangle Handle Change"
msgstr "矩形手柄更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Shape Transform Change"
msgstr "形状变换更改"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Cone"
msgstr "锥体"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Donut"
msgstr "甜甜圈"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Mesh Renderer"
msgstr "网格渲染器"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Skinned Mesh Renderer"
msgstr "蒙皮网格渲染器"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Circle"
msgstr "圆形"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Edge"
msgstr "边缘"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Shell"
msgstr "Shell"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Triangle"
msgstr "三角形"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Ping-Pong"
msgstr "乒乓"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Burst Spread"
msgstr "突发扩张"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Green"
msgstr "绿色"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Blue"
msgstr "蓝色"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "To use mesh colors, your source mesh must either provide vertex colors, or its shader must contain a color property named \"_Color\" or \"_TintColor\"."
msgstr "要使用网格颜色，您的源网格必须提供顶点颜色，或者其着色器必须包含名为 “_ Color ” 或 “_ TintColor” 的颜色属性。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Shape gizmo editing mode."
msgstr "形状小工具编辑模式。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Shape transform position editing mode."
msgstr "形状变换位置编辑模式。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Shape transform rotation editing mode."
msgstr "形状变换旋转编辑模式。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1
msgid "Shape transform scale editing mode."
msgstr "形状变换缩放编辑模式。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SizeByVelocityModuleUI.cs:1
msgid "Remaps speed in the defined range to a size."
msgstr "将定义范围内的速度重新映射为大小。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SizeByVelocityModuleUI.cs:1
msgid "Controls the size of each particle based on its speed."
msgstr "根据速度控制每个粒子的大小。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "The length of time the Particle System is emitting particles. If the system is looping, this indicates the length of one cycle."
msgstr "“粒子系统”发射粒子的时间长度。如果系统正在循环，则该长度表示一个周期的长度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Looping"
msgstr "循环播放"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "If true, the emission cycle will repeat after the duration."
msgstr "如果为 true，则在持续时间之后重复发射周期。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Prewarm"
msgstr "预热"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "When played, a prewarmed system will be in a state as if it had emitted one loop cycle. Can only be used if the system is looping."
msgstr "播放时，预热系统将处于一种好像其已经发出了一个循环周期的状态。只能在系统循环时使用。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Start Delay"
msgstr "启动延迟"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Delay in seconds that this Particle System will wait before emitting particles. Cannot be used together with a prewarmed looping system."
msgstr "此“粒子系统”在发射粒子之前等待的延迟时间（以秒为单位）。不能与预热循环系统共用。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Max Particles"
msgstr "最大粒子"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "The number of particles in the system will be limited by this number. Emission will be temporarily halted if this is reached."
msgstr "系统中粒子数量受此数量的限制。达到此数量后将暂时停止发射。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Start Lifetime"
msgstr "起始生命周期"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Start lifetime in seconds, particle will die when its lifetime reaches 0."
msgstr "以秒为单位开始生命周期，粒子将在其生命周期达到 0 时消亡。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Start Speed"
msgstr "起始速度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "The start speed of particles, applied in the starting direction."
msgstr "在起始方向施加的粒子的起始速度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "The start color of particles."
msgstr "粒子的起始颜色。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "3D Start Size"
msgstr "3D 开始大小"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "If enabled, you can control the size separately for each axis."
msgstr "如果启用，您可以分别控制每个轴的大小。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Start Size"
msgstr "起始大小"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "The start size of particles."
msgstr "粒子的起始大小。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "3D Start Rotation"
msgstr "3D 开始旋转"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "If enabled, you can control the rotation separately for each axis."
msgstr "如果启用，您可以分别控制每个轴的旋转。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Start Rotation"
msgstr "开始旋转"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "The start rotation of particles in degrees."
msgstr "粒子的起始旋转度数。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Flip Rotation"
msgstr "翻转旋转"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Cause some particles to spin in the opposite direction. (Set between 0 and 1, where a higher value causes more to flip)"
msgstr "导致某些粒子朝反方向翻转。（设置在 0 和 1 之间；值越大，翻转越多）"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Play On Awake*"
msgstr "唤醒时播放*"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "If enabled, the system will start playing automatically. Note that this setting is shared between all Particle Systems in the current particle effect."
msgstr "如果启用，系统将自动开始播放。请注意，此设置在当前粒子效果中的所有“粒子系统”之间共享。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Gravity Modifier"
msgstr "重力修改器"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Scales the gravity defined in Physics Manager"
msgstr "缩放“物理管理器”中定义的重力"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Scaling Mode"
msgstr "缩放模式"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Use the combined scale from our entire hierarchy, just this local particle node, or only apply scale to the shape module."
msgstr "仅在此局部粒子节点中使用我们整个层次结构中的组合缩放，或仅将缩放应用于形状模块。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Simulation Space"
msgstr "模拟空间"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Makes particle positions simulate in world, local or custom space. In local space they stay relative to their own Transform, and in custom space they are relative to the custom Transform."
msgstr "使粒子位置在世界、本地或自定义空间中模拟。在本地空间中，粒子会保持与其自身的“转换”相对，而在自定义空间中，粒子会保持与自定义“转换”相对。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Custom Simulation Space"
msgstr "自定义模拟空间"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Makes particle positions simulate relative to a custom Transform component."
msgstr "使粒子位置相对于自定义“转换”组件进行模拟。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Simulation Speed"
msgstr "模拟速度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Scale the playback speed of the Particle System."
msgstr "缩放“粒子系统”的播放速度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Delta Time"
msgstr "时间差"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Use either the Delta Time or the Unscaled Delta Time. Useful for playing effects whilst paused."
msgstr "使用“增量时间”或“未缩放的增量时间”。对暂停时的播放效果很有用。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Auto Random Seed"
msgstr "自动随机种子"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Simulate differently each time the effect is played."
msgstr "每次播放效果时都会做不同模拟。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Random Seed"
msgstr "随机种子"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Randomize the look of the Particle System. Using the same seed will make the Particle System play identically each time. After changing this value, restart the Particle System to see the changes, or check the Resimulate box."
msgstr "随机化“粒子系统”的外观。使用相同的种子会使“粒子系统”每次都相同。更改此值后，需要重新启动“粒子系统”才能查看更改，或者选择“重新模拟”框。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Emitter Velocity"
msgstr "发射器速度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "When the Particle System is moving, should we use its Transform, or Rigidbody Component, to calculate its velocity?"
msgstr "“粒子系统”正在移动时，我们应该使用其“转换”或“刚体组件”来计算它的速度吗？"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Stop Action"
msgstr "停止行动"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "When the Particle System is stopped and all particles have died, should the GameObject automatically disable/destroy itself?"
msgstr "当粒子系统停止且所有粒子都已经消亡后，游戏对象会自动禁用/销毁自身吗？"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Choose whether to continue simulating the Particle System when offscreen. Catch-up mode pauses offscreen simulations but performs a large simulation step when they become visible, giving the appearance that they were never paused. Automatic uses Pause mode for looping systems, and AlwaysSimulate if not looping."
msgstr "选择是否在屏幕外继续模拟粒子系统。“追赶”模式将暂停屏幕外模拟，但在模拟变为可见状态时执行大型模拟步骤，从而带来从未暂停模拟的印象。“自动”使用“暂停”模式来循环系统，如果不循环，则使用 AlwaysSimulate。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Ring Buffer Mode"
msgstr "环状缓冲模式"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Rather than dying when their lifetime has elapsed, particles will remain alive until the Max Particles buffer is full, at which point new particles will replace the oldest."
msgstr "粒子不会在生命周期结束时死亡，而是会保持存活，直到“最大粒子数”缓冲区已满，此时新粒子将取代最早的粒子。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Loop Range"
msgstr "循环范围"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Particle lifetimes may loop between a fade-in and fade-out time, in order to use curves for the entire time they are alive. Values are in the 0-1 range."
msgstr "粒子生命周期可以在淡入和淡出时间之间循环，以便在粒子存活的整个时间内使用曲线。值在 0-1 范围内。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "World"
msgstr "世界"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Destroy"
msgstr "销毁"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Pause and Catch-up"
msgstr "暂停和追赶"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Always Simulate"
msgstr "始终模拟"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Pause Until Replaced"
msgstr "暂停直到替换"

#: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1
msgid "Loop Until Replaced"
msgstr "循环直到替换"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LifetimeByEmitterSpeedModuleUI.cs:1
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:1
msgid "Maps the speed to a value along the curve, when using one of the curve modes."
msgstr "使用其中一种曲线模式时，将速度映射到曲线上的一个值。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Defines the render mode of the particle renderer."
msgstr "定义粒子渲染器的渲染模式。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Defines the material used to render particles."
msgstr "定义用于渲染粒子的材料。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Trail Material"
msgstr "拖尾材质"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Defines the material used to render particle trails."
msgstr "定义用于渲染粒子轨迹的材料。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Defines the mesh that will be rendered as particle."
msgstr "定义将渲染为粒子的网格。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Min Particle Size"
msgstr "最小粒子大小"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "How small is a particle allowed to be on screen at least? 1 is entire viewport. 0.5 is half viewport."
msgstr "屏幕上最小允许有多小的粒子？1 为整个视区。0.5 为半个视区。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Max Particle Size"
msgstr "最大粒子大小"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "How large is a particle allowed to be on screen at most? 1 is entire viewport. 0.5 is half viewport."
msgstr "屏幕上最大允许有多大的粒子？1 为整个视区。0.5 为半个视区。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Camera Scale"
msgstr "摄像机缩放"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "How much the camera speed is factored in when determining particle stretching."
msgstr "确定粒子拉伸时，相机速度的影响程度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Speed Scale"
msgstr "速度比例"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Defines the length of the particle compared to its speed."
msgstr "定义与自身速度比较的粒子的长度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Length Scale"
msgstr "长度比例"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Defines the length of the particle compared to its width. 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:1
msgid "Freeform Stretching"
msgstr "自由拉伸"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
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:1
msgid "Rotate With Stretch"
msgstr "旋转并拉伸"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
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:1
msgid "Sorting Fudge"
msgstr "排序校正"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Lower the number and most likely these particles will appear in front of other transparent objects, including other particles."
msgstr "降低数值，这些粒子大部分将出现在其它透明对象前面，包括其他粒子。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "This is disabled as the Sorting Group component handles the sorting for this Renderer."
msgstr "由于“排序组”组件会处理此渲染器的排序，因此禁用此选项。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Sort Mode"
msgstr "排序模式"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "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:1
msgid "Set whether the rotation of the particles is defined in Screen or World space."
msgstr "设置是否在“屏幕”或“世界”空间中定义粒子的旋转。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Only opaque materials cast shadows"
msgstr "只有不透明材料投射阴影"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Only opaque materials receive shadows. When using deferred rendering, all opaque objects receive shadows."
msgstr "只有不透明材料接受阴影。使用延迟渲染时，所有不透明对象都会接受阴影。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the particle size."
msgstr "应用阴影偏离以防止自阴影伪影。指定的值与粒子大小成比例。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Specifies whether the Particle System renders 'Per Object Motion', 'Camera Motion', or 'No Motion' vectors to the Camera Motion Vector Texture. Note that there is no built-in support for Per-Particle Motion."
msgstr "指定粒子系统是否将“每个对象运动”、“相机运动”或“无运动”矢量渲染到“相机运动矢量纹理”。注意“Per-Particle 运动”没有内置支持。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Normal Direction"
msgstr "法线方向"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Value between 0.0 and 1.0. If 1.0 is used, normals will point towards camera. If 0.0 is used, normals will point out in the corner direction of the particle."
msgstr "值在 0.0 和 1.0. 之间。如果使用 1.0，法线将指向摄像机。如果使用 0.0，法线将向外指向粒子的角落方向。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Allow Roll"
msgstr "允许滚动"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Allows billboards to roll with the camera. It is often useful to disable this option when using VR."
msgstr "允许 billboards 与摄像机一起滚动。使用 VR 时禁用此选项通常很有用。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Name of the Renderer's sorting layer."
msgstr "渲染器排序层的名称。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Render Alignment"
msgstr "渲染对齐"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Specifies if the particles will face the camera, align to world axes, or stay local to the system's transform."
msgstr "指定粒子是面向相机、与世界轴对齐，还是保持系统转换的局部。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Applies an offset to the pivot of particles, as a multiplier of its size."
msgstr "对粒子中心应用偏移，作为其大小的乘数。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Cause some particles to be flipped horizontally and/or vertically. (Set between 0 and 1, where a higher value causes more to flip)"
msgstr "导致某些粒子水平和/或垂直翻转。（设置在 0 和 1 之间；值越大，翻转越多）"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Cause some mesh particles to be flipped along each of their axes. Use a shader with CullMode=None, to avoid inside-out geometry. (Set between 0 and 1, where a higher value causes more to flip)"
msgstr "导致某些网格粒子沿其每个轴翻转。请使用 CullMode=None 的着色器以避免几何体内外相反（设置在 0 和 1 之间；值越大，翻转越多）"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Visualize Pivot"
msgstr "可视化枢轴"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Render the pivot positions of the particles."
msgstr "渲染粒子的枢轴位置。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Custom Vertex Streams"
msgstr "自定义顶点流"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Choose whether to send custom particle data to the shader."
msgstr "选择是否将自定义粒子数据发送到着色器。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Enable Mesh GPU Instancing"
msgstr "启用网格 GPU 实例化"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "When rendering mesh particles, use GPU Instancing on platforms where it is supported, and when using shaders that contain a Procedural Instancing pass (#pragma instancing_options procedural)."
msgstr "渲染网格粒子或者使用包含“过程实例”通道的着色器 (#pragma instancing_options procedural)时，在支持的平台上使用“GPU 实例”。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Apply Active Color Space"
msgstr "应用当前颜色空间"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "When using Linear Rendering, particle colors will be converted appropriately before being passed to the GPU."
msgstr "使用“线性渲染”时，粒子颜色将在传递到 GPU 之前进行适当转换。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Masking"
msgstr "遮罩"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Defines the masking behavior of the particles. See Sprite Masking documentation for more details."
msgstr "定义粒子的遮罩行为。更多细节请参见 “Sprite 遮罩”文档。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Stretched Billboard"
msgstr "伸展 Billboard"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Horizontal Billboard"
msgstr "水平广告牌"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Vertical Billboard"
msgstr "垂直 Billboard"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "By Distance"
msgstr "通过距离"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Oldest in Front"
msgstr "最旧的放前面"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Youngest in Front"
msgstr "最新的放在最前面"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "By Depth"
msgstr "按深度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "View"
msgstr "视图"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Facing"
msgstr "面对"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Velocity"
msgstr "速度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Camera Motion Only"
msgstr "仅摄像机运动"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Per Object Motion"
msgstr "每对象运动"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Force No Motion"
msgstr "强制无动作"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "No Masking"
msgstr "无遮罩"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Visible Inside Mask"
msgstr "遮罩中可见"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Visible Outside Mask"
msgstr "遮罩外可见"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1
msgid "Using Align to Direction in the Shape Module forces the system to be rendered using Local Render Alignment."
msgstr "在“形状模块”中使用“对齐方向”会强制使用“局部渲染对齐”来渲染系统。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Lifetime Loss"
msgstr "生存期损失"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "When particle collides, it will lose this fraction of its Start Lifetime"
msgstr "粒子发生碰撞时，它将失去其“开始粒子的生命周期”中的这一部分"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Planes"
msgstr "平面"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Planes are defined by assigning a reference to a transform. This transform can be any transform in the scene and can be animated. Multiple planes can be used. Note: the Y-axis is used as the plane normal."
msgstr "通过为转换分配引用来定义平面。此转换可以是场景中的任何转换，且可以设置动画。可以使用多个平面。注意：Y 轴被用作平面法线。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Create an empty GameObject and assign it as a plane."
msgstr "创建一个空游戏对象并将其指定为一个平面。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Min Kill Speed"
msgstr "最小消亡速度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "When particles collide and their speed is lower than this value, they are killed."
msgstr "当粒子发生碰撞且其速度低于此值时，粒子会被销毁。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Max Kill Speed"
msgstr "最大消失速度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "When particles collide and their speed is higher than this value, they are killed."
msgstr "当粒子发生碰撞且其速度高于此值时，粒子会被销毁。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "When particle collides, it will lose this fraction of its speed. Unless this is set to 0.0, particle will become slower after collision."
msgstr "粒子发生碰撞时，它会失去这部分速度。除非将其设置为 0.0，否则粒子在碰撞后会变慢。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Bounce"
msgstr "反弹"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "When particle collides, the bounce is scaled with this value. The bounce is the upwards motion in the plane normal direction."
msgstr "粒子发生碰撞时，反弹将使用此值进行缩放。反弹是平面法线方向上的向上运动。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Only used for visualizing the planes: Wireframe or Solid."
msgstr "仅用于平面的可视化：Wireframe 或“实体”。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Scale Plane"
msgstr "缩放平面"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Resizes the visualization planes."
msgstr "调整可视化平面的大小。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Collides With"
msgstr "碰撞对象"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Collides the particles with colliders included in the layermask."
msgstr "将粒子与包含在 layermask 中的碰撞器进行碰撞。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Enable Dynamic Colliders"
msgstr "启用动态碰撞器"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Should particles collide with dynamic objects?"
msgstr "粒子是否应该与动态物体碰撞？"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Max Collision Shapes"
msgstr "最大碰撞形状"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "How many collision shapes can be considered for particle collisions. Excess shapes will be ignored. Terrains take priority."
msgstr "粒子碰撞可以考虑多少个碰撞形状。多余的形状将被忽略。地形优先。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Collision Quality"
msgstr "碰撞质量"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Quality of world collisions. Medium and low quality are approximate and may leak particles."
msgstr "世界碰撞的质量。中等质量和低质量很相似，可能会泄漏颗粒。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Size of voxels in the collision cache. Smaller values improve accuracy but require higher memory usage and are less efficient."
msgstr "碰撞缓存中的体素的大小。较小的值可提高准确性，但需要使用更多内存，效率也会降低。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Send Collision Messages"
msgstr "发送碰撞消息"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Send collision callback messages."
msgstr "发送碰撞回调消息。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Collide with a list of Planes, or the Physics World."
msgstr "与一系列“平面”或“物理世界”发生碰撞。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Use 3D Physics or 2D Physics."
msgstr "使用 3D 物理或 2D 物理。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Collider Force"
msgstr "碰撞器力度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Control the strength of particle forces on colliders."
msgstr "控制碰撞器上粒子力的强度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Multiply by Collision Angle"
msgstr "乘以碰撞角"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Should the force be proportional to the angle of the particle collision?  A particle collision directly along the collision normal produces all the specified force whilst collisions away from the collision normal produce less force."
msgstr "力应该与粒子碰撞角度成比例吗？直接沿着碰撞法线的粒子碰撞会产生所有指定的力，而远离碰撞法线的碰撞则会产生较小的力。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Multiply by Particle Speed"
msgstr "乘以粒子速度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Should the force be proportional to the particle speed?"
msgstr "力应该与粒子速度成比例吗？"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Multiply by Particle Size"
msgstr "乘以粒子大小"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Should the force be proportional to the particle size?"
msgstr "力应该与粒子大小成比例吗？"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Modified Collision Plane Transform"
msgstr "已修改的碰撞平面变换"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Medium (Static Colliders)"
msgstr "中等（静态碰撞器）"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Low (Static Colliders)"
msgstr "低（静态碰撞体）"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Solid"
msgstr "实体"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Move plane editing mode."
msgstr "移动平面编辑模式。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1
msgid "Rotate plane editing mode."
msgstr "旋转平面编辑模式。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/RotationByVelocityModuleUI.cs:1
msgid "Controls the angular velocity of each particle based on its speed."
msgstr "根据速度控制每个粒子的角速度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1
msgid "Create and assign a Particle System as sub-emitter."
msgstr "创建并指定一个“粒子系统”作为“子发射器”。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1
msgid "Inherit"
msgstr "继承"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1
msgid "Determines what properties to inherit from the Parent System."
msgstr "决定要从父系统继承的属性。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1
msgid "Emit Probability"
msgstr "发射概率"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1
msgid "Determines the proportion of sub-emitter spawn events that successfully triggers the associated sub-emitter."
msgstr "确定子发射器生成事件可成功触发相关子发射器的比例。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1
msgid "Sub emission of particles. This allows each particle to emit particles in another system."
msgstr "子粒子发射。该选项允许每个粒子在另一个系统中同样发射粒子。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1
msgid "Birth"
msgstr "出生"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1
msgid "Death"
msgstr "死亡"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1
msgid "Trigger"
msgstr "触发器"

#: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Manual"
msgstr "用户手册"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1
msgid "Used to scale the force applied to this Particle System."
msgstr "用于缩放作用于此粒子系统的力。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1
msgid "Influence Filter"
msgstr "影响过滤器"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1
msgid "Use either a LayerMask or a List, to decide which Force Fields affect this Particle System."
msgstr "使用 LayerMask 或列表来确定影响此粒子系统的力场。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1
msgid "Influence Mask"
msgstr "影响遮罩"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1
msgid "Select a global mask of which GameObjects can affect this Particle System."
msgstr "选择一个全局遮罩以确保可以通过其游戏对象影响此粒子系统。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1
msgid "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:1
msgid "Layer Mask and List"
msgstr "层遮罩和列表"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "Rate over Time"
msgstr "随单位时间产生的粒子数"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "The number of particles emitted per second."
msgstr "每秒发射的粒子数。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "Rate over Distance"
msgstr "随移动距离产生的粒子数"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "The number of particles emitted per distance unit."
msgstr "每距离单位发射的粒子数。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "Bursts"
msgstr "突发"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "Emission of extra particles at specific times during the duration of the system."
msgstr "在系统持续时间内的特定时间发射额​​外粒子。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "When the burst will trigger."
msgstr "突发触发的时间。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "Count"
msgstr "数量"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "The number of particles to emit."
msgstr "要发射的粒子数。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "How many times to emit the burst. Use the dropdown to repeat infinitely."
msgstr "发射突发多少次。使用下拉列表无限重复。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "Interval"
msgstr "间隔"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "Repeat the burst every N seconds."
msgstr "每 N 秒重复一次突发。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Probability"
msgstr "概率"

#: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1
msgid "0-1 Chance that the burst will trigger."
msgstr "0-1 突发触发的几率。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:1
msgid "Randomize"
msgstr "随机化"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:1
msgid "Randomize force every frame. Only available when using random between two constants or random between two curves."
msgstr "随机强制每帧。仅在两个常数或两个曲线之间使用随机时可用。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:1
msgid "Specifies if the force values are in local space (rotated with the transform) or world space."
msgstr "指定力值是在本地空间（使用转换旋转）还是在世界空间中。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Amount of particles that have a light source attached to them."
msgstr "附着有光源的粒子数量。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Random Distribution"
msgstr "随机分布"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Emit lights randomly, or at regular intervals."
msgstr "随机发射光线，或定期发射光线。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Light prefab to be used for spawning particle lights."
msgstr "用于产生粒子光线的光照预制件。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Use Particle Color"
msgstr "使用粒子颜色"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Check the option to multiply the particle color by the light color. Otherwise, only the color of the light is used."
msgstr "检查粒子颜色乘以浅色选项。否则，仅使用光的颜色。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Size Affects Range"
msgstr "大小影响范围"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Multiply the range of the light with the size of the particle."
msgstr "将光线范围乘以粒子大小。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Alpha Affects Intensity"
msgstr "Alpha 影响强度"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Multiply the intensity of the light with the alpha of the particle."
msgstr "将光的强度乘以粒子的 alpha。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Range Multiplier"
msgstr "范围乘数"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Apply a custom multiplier to the range of the lights."
msgstr "将自定义倍增器应用于灯光范围。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Apply a custom multiplier to the intensity of the lights."
msgstr "将自定义倍增器应用于灯光强度。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Maximum Lights"
msgstr "最大灯光数量"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Limit the amount of lights the system can create. This module makes it very easy to create lots of lights, which can hurt performance."
msgstr "限制系统可以创建的灯光数量。使用该模块可以很容易地创建大量灯光，这可能会降低性能。"

#: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1
msgid "Only point and spot lights are supported on particles."
msgstr "粒子上仅支持点光源和聚光灯。"

#: Modules/PackageManagerUI/Editor/UI/PackageTagLabel.cs:1
msgid "In Development"
msgstr "在开发中"

#: Modules/PackageManagerUI/Editor/UI/PackageTagLabel.cs:1
msgid "Verified"
msgstr "已验证"

#: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "Package name"
msgstr "包名"

#: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "Display name"
msgstr "显示名称"

#: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "Display name used in UI"
msgstr "UI 中使用的显示名称"

#: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "Package Version"
msgstr "包版本"

#: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "Package Category"
msgstr "包类别"

#: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "Dependency package name"
msgstr "依赖包名称"

#: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "Package '{0}' Manifest"
msgstr "包 '{0}' 清单"

#: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "This package is not accessible anymore."
msgstr "此包不再可供访问。"

#: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "Information"
msgstr "信息"

#: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:1
msgid "View in Package Manager"
msgstr "在包管理器中查看"

#: Modules/PackageManagerUI/Editor/UI/PackageLoadBar.cs:1
msgid "One package shown"
msgstr "已显示一个包"

#: Modules/PackageManagerUI/Editor/UI/PackageLoadBar.cs:1
msgid "All {0} packages shown"
msgstr "已显示所有 {0} 个包"

#: Modules/PackageManagerUI/Editor/UI/PackageLoadBar.cs:1
msgid "{0} of {1}"
msgstr "{0} / {1}"

#: Modules/PackageManagerUI/Editor/UI/PackageVersionItem.cs:1
msgid "Currently Installed"
msgstr "当前已安装"

#: Modules/PackageManagerUI/Editor/UI/PackageVersionItem.cs:1
msgid "Currently Downloaded"
msgstr "当前已下载"

#: Modules/PackageManagerUI/Editor/UI/PackageVersionItem.cs:1
msgid "Update Available"
msgstr "可用更新"

#: Modules/PackageManagerUI/Editor/UI/InProgressView.cs:1
msgid "Please wait, installing a GIT package..."
msgstr "请稍候，正在安装 GIT 包..."

#: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:1
msgid "Refresh list"
msgstr "刷新列表"

#: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:1
msgid "Manual resolve"
msgstr "手动解决"

#: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:1
msgid "Refreshing packages..."
msgstr "正在刷新包..."

#: Modules/PackageManagerUI/Editor/UI/PackageDependencies.cs:1
msgid "(in development)"
msgstr "（在开发中）"

#: Modules/PackageManagerUI/Editor/UI/PackageDependencies.cs:1
msgid "(local)"
msgstr "（本地）"

#: Modules/PackageManagerUI/Editor/UI/PackageDependencies.cs:1
msgid "enabled"
msgstr "已启用"

#: Modules/PackageManagerUI/Editor/UI/PackageDependencies.cs:1
msgid "installed"
msgstr "已安装"

#: Modules/PackageManagerUI/Editor/UI/PackageSampleItem.cs:1
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/PackageSampleItem.cs:1
msgid "They will be deleted when you update."
msgstr "更新时将删除它们。"

#: Modules/PackageManagerUI/Editor/UI/PackageSampleItem.cs:1
msgid "The sample is already imported at"
msgstr "样本已导入到"

#: Modules/PackageManagerUI/Editor/UI/PackageSampleItem.cs:1
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/PackageSampleItem.cs:1
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/PackageSampleItem.cs:1
msgid "It will be deleted when you update."
msgstr "更新时将删除它。"

#: Modules/PackageManagerUI/Editor/UI/PackageSampleItem.cs:1
msgid "Unity Package Manager"
msgstr "Unity 包管理器"

#: Modules/PackageManagerUI/Editor/UI/PackageSampleItem.cs:1
msgid " Are you sure you want to continue?"
msgstr " 您确定要继续吗？"

#: Modules/PackageManagerUI/Editor/UI/PackageSampleItem.cs:1
msgid "No"
msgstr "否"

#: Modules/PackageManagerUI/Editor/UI/PackageSampleItem.cs:1
msgid "Yes"
msgstr "是"

#: Modules/PackageManagerUI/Editor/UI/PackageSampleItem.cs:1
msgid "Import again"
msgstr "再次导入"

#: Modules/PackageManagerUI/Editor/UI/PackageSampleItem.cs:1
msgid "Update"
msgstr "更新"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Unity Registry"
msgstr "Unity 注册表"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "My Registries"
msgstr "我的注册表"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "In Project"
msgstr "在项目中"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Built-in"
msgstr "内置"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "My Assets"
msgstr "我的资源"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Packages: {0}"
msgstr "包：{0}"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Status"
msgstr "状态"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Filters"
msgstr "过滤器"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Advanced Project Settings"
msgstr "高级项目设置"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Reset Packages to defaults"
msgstr "将包重置为默认值"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Add package from disk..."
msgstr "添加来自磁盘的包..."

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Select package on disk"
msgstr "选择磁盘上的包"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Please select a valid package.json file in a package folder."
msgstr "请在包文件夹中选择一个有效的 package.json 文件。"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Add package from tarball..."
msgstr "添加来自 tarball 的包..."

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Add package from git URL..."
msgstr "添加来自 git URL 的包..."

#: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1
msgid "Sort: "
msgstr "排序："

#: Modules/PackageManagerUI/Editor/UI/PackageManagerWindow.cs:1
msgid "Package Manager"
msgstr "包管理器"

#: [MenuItem]Modules/PackageManagerUI/Editor/UI/PackageManagerWindow.cs:1
msgid "internal:Packages"
msgstr "内部：包"

#: [MenuItem]Modules/PackageManagerUI/Editor/UI/PackageManagerWindow.cs:1
msgid "Reset Package Database"
msgstr "重置包数据库"

#: Modules/PackageManagerUI/Editor/UI/PackageList.cs:1
msgid "Fetching packages..."
msgstr "正在获取包..."

#: Modules/PackageManagerUI/Editor/UI/PackageList.cs:1
msgid "There are no packages."
msgstr "无任何包。"

#: Modules/PackageManagerUI/Editor/UI/PackageList.cs:1
msgid "No results for \"{0}\""
msgstr "\"{0}\" 无结果"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Update to"
msgstr "更新到"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Resume"
msgstr "继续"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Installing"
msgstr "正在安装"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Removing"
msgstr "正在移除"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Updating to"
msgstr "正在更新到"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Enabling"
msgstr "正在启用"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Disabling"
msgstr "正在禁用"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Click to install this package into your project."
msgstr "单击可将此包安装到项目中。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Click to remove this package from your project."
msgstr "单击可从项目中移除此包。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Click to update this package to the specified version."
msgstr "单击可将此包更新到指定的版本。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Enable the use of this package in your project."
msgstr "在项目中启用此包。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Disable the use of this package in your project."
msgstr "在项目中禁用此包。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Click to download this package for later use."
msgstr "单击可下载此包以供稍后使用。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Click to download the latest version of this package."
msgstr "单击可下载此包的最新版本。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Click to pause the download of this package."
msgstr "单击可暂停下载此包。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Click to resume the download of this package."
msgstr "单击可继续下载此包。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Click to cancel the download of this package."
msgstr "单击可取消下载此包。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Click to import assets from the package into your project."
msgstr "单击可将资源从包导入项目。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
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/PackageDetails.cs:1
msgid "Version {0}"
msgstr "版本 {0}"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Version {0} - {1}"
msgstr "版本 {0} - {1}"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "There is no description for this package."
msgstr "此包没有相关描述。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "(None)"
msgstr "（无）"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "View documentation"
msgstr "查看文档"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "View changelog"
msgstr "查看变更日志"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "View licenses"
msgstr "查看许可证"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "{0} or higher"
msgstr "{0} 或更高"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
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/PackageDetails.cs:1
msgid "Package has been submitted using Unity {0}"
msgstr "已使用 Unity {0} 提交包"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Size: {0} (Number of files: {1})"
msgstr "大小：{0}（文件数：{1}）"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
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/PackageDetails.cs:1
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/PackageDetails.cs:1
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/PackageDetails.cs:1
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/PackageDetails.cs:1
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/PackageDetails.cs:1
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/PackageDetails.cs:1
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/PackageDetails.cs:1
msgid "This {0} is a dependency of the following "
msgstr "此 {0} 是以下的依赖项："

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "\n\nand the following built-in packages:\n\n"
msgstr "\n\n以及以下内置包：\n\n"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "\n\n   ... and more (see console for details) ..."
msgstr "\n\n   ... 等等（请查看控制台以了解详细信息）..."

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "\n\nYou will need to remove or disable them before being able to {0} this {1}."
msgstr "\n\n您需要移除或禁用它们之后才能{0}此{1}。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Cannot disable built-in package"
msgstr "无法禁用内置包"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Cannot remove dependent package"
msgstr "无法移除依赖包"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
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/PackageDetails.cs:1
msgid "Disable Built-In Package"
msgstr "禁用内置包"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
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/PackageDetails.cs:1
msgid "Never ask"
msgstr "从不询问"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Removing Package"
msgstr "正在移除包"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "Are you sure you want to remove this package?"
msgstr "您确定要移除此包吗？"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "This package is not available offline."
msgstr "此包不能离线使用。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "This package does not contain offline documentation."
msgstr "此包不包含离线文档。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "This package does not contain offline changelog."
msgstr "此包不包含离线变更日志。"

#: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:1
msgid "This package does not contain offline licenses."
msgstr "此包不包含离线许可证。"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Package name. Must be lowercase"
msgstr "包名。必须小写"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Organization name"
msgstr "组织名称"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Package organization name. Must be lowercase and not include dots '.'"
msgstr "包组织名称。必须为小写字母，且不包含点 '.'"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Display name used in UI."
msgstr "UI 中使用的显示名称。"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Package Version, much follow SemVer (ex: 1.0.0-preview.1)."
msgstr "包版本，很大程度上遵循 SemVer（如：1.0.0-preview.1）。"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Package Type (optional)."
msgstr "包类型（可选）。"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Visibility in Editor"
msgstr "编辑器中的可见性"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Package visibility in Editor."
msgstr "编辑器中的包可见性。"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Major"
msgstr "主要"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Major version of Unity"
msgstr "Unity 的主要版本"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Minor"
msgstr "次要"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Minor version of Unity"
msgstr "Unity 的次要版本"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Release"
msgstr "释放"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Specific release (ex: 0a9)"
msgstr "特定版本（如：0a9）"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "{0} Package Manifests"
msgstr "{0} 包清单"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Invalid Package Manifest"
msgstr "无效的包清单"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Package Manager UI package is required to see selected packaged detail."
msgstr "需要包管理器 UI 包才能查看选定的打包详细信息。"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Minimal Unity Version"
msgstr "最低 Unity 版本"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Brief Description"
msgstr "简要描述"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Unity Version Enabled"
msgstr "已启用 Unity 版本"

#: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:1
msgid "Visibility"
msgstr "可视性"

#: Modules/PackageManagerUI/Editor/UI/PackageManagerExtensions.cs:1
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:1
msgid "Show all"
msgstr "显示全部"

#: Modules/PackageManagerUI/Editor/UI/Filters/AssetStoreFiltersWindow.cs:1
msgid "Categories"
msgstr "类别"

#: Modules/PackageManagerUI/Editor/UI/Common/Alert.cs:1
msgid "A warning occurred"
msgstr "出现了警告"

#: Modules/PackageManagerUI/Editor/UI/Common/Alert.cs:1
msgid "An error occurred"
msgstr "出现了错误"

#: Modules/PackageManagerUI/Editor/UI/Common/Alert.cs:1
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/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:1
msgid "I understand"
msgstr "我了解"

#: Modules/PackageManagerUI/Editor/Services/Upm/UpmBaseOperation.cs:1
msgid "[Package Manager Window]"
msgstr "[包管理器窗口]"

#: Modules/PackageManagerUI/Editor/Services/Upm/UpmBaseOperation.cs:1
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:1
msgid "Cannot perform upm operation"
msgstr "无法执行 upm 操作"

#: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackageVersion.cs:1
msgid "You do not have entitlements for this package."
msgstr "您没有此包的权限。"

#: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackageDocs.cs:1
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/UpmClient.cs:1
msgid "[Package Manager Window] Error adding package: {0}."
msgstr "[包管理器窗口] 添加包时出错：{0}。"

#: Modules/PackageManagerUI/Editor/Services/Upm/UpmClient.cs:1
msgid "Error fetching package list offline."
msgstr "离线获取包列表时出错。"

#: Modules/PackageManagerUI/Editor/Services/Upm/UpmClient.cs:1
msgid "Error fetching package list."
msgstr "获取包列表时出错。"

#: Modules/PackageManagerUI/Editor/Services/Upm/UpmClient.cs:1
msgid "[Package Manager Window] Error embedding package: {0}."
msgstr "[包管理器窗口] 嵌入包时出错：{0}。"

#: Modules/PackageManagerUI/Editor/Services/Upm/UpmClient.cs:1
msgid "[Package Manager Window] Error removing package: {0}."
msgstr "[包管理器窗口] 移除包时出错：{0}。"

#: Modules/PackageManagerUI/Editor/Services/Upm/UpmClient.cs:1
msgid "Error searching for packages offline."
msgstr "离线搜索包时出错。"

#: Modules/PackageManagerUI/Editor/Services/Upm/UpmClient.cs:1
msgid "Error searching for packages."
msgstr "搜索包时出错。"

#: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:1
msgid "Package download in progress"
msgstr "正在下载包"

#: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:1
msgid "Please note that entering Play Mode while Unity is downloading a package may impact performance"
msgstr "请注意，在 Unity 下载包时进入播放模式可能会影响性能"

#: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:1
msgid "Got it"
msgstr "已完成"

#: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:1
msgid "Play Mode in progress"
msgstr "正处于播放模式"

#: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:1
msgid "Please note that making changes in the Package Manager while in Play Mode may impact performance."
msgstr "请注意，播放模式下在包管理器中进行更改可能会影响性能。"

#: Modules/PackageManagerUI/Editor/Services/Packages/PackageDatabase.cs:1
msgid "Download aborted"
msgstr "已中止下载"

#: Modules/PackageManagerUI/Editor/Services/Packages/PackageDatabase.cs:1
msgid "Adding a new GIT package"
msgstr "添加新的 GIT 包"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreClient.cs:1
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:1
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:1
msgid "User not logged in."
msgstr "用户未登录。"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreClient.cs:1
msgid "Error parsing product details."
msgstr "解析产品详细信息时出错。"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreClient.cs:1
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:1
msgid "Unknown publisher"
msgstr "未知的发布者"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStorePackage.cs:1
msgid "Unable to get purchase details because you may not have purchased this package."
msgstr "无法获取购买详细信息，因为您可能尚未购买此包。"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStorePackage.cs:1
msgid "Invalid product details."
msgstr "无效的产品详细信息。"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStorePackage.cs:1
msgid "Unable to get asset purchase details because you may not have purchased this package."
msgstr "无法获取资源购买详细信息，因为您可能尚未购买此包。"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStorePackage.cs:1
msgid "Unable to retrieve asset product details."
msgstr "无法检索资源产品详细信息。"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStorePackage.cs:1
msgid "Unable to retrieve asset package info."
msgstr "无法检索资源包信息。"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreUtils.cs:1
msgid "Failed to parse JSON."
msgstr "解析 JSON 失败。"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreUtils.cs:1
msgid "Failed to parse JSON: {0}"
msgstr "解析 JSON 失败：{0}"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreUtils.cs:1
msgid "Failed to parse response."
msgstr "解析响应失败。"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreUtils.cs:1
msgid "Failed to parse response: Code {0} \"{1}\""
msgstr "解析响应失败：代码 {0} \"{1}\""

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadOperation.cs:1
msgid "Download aborted."
msgstr "已中止下载。"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:1
msgid "Access token invalid"
msgstr "访问令牌无效"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:1
msgid "TokenInfo invalid"
msgstr "TokenInfo 无效"

#: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:1
msgid "UserInfo invalid"
msgstr "UserInfo 无效"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Plane|"
msgstr "平面|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Cross|"
msgstr "交叉|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "TriCross|"
msgstr "TriCross|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Billboard|"
msgstr "Billboard|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Mesh|"
msgstr "网格|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Create New Tree"
msgstr "创建新树"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Create Wind Zone"
msgstr "创建风区"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Move Branch|Select a branch spline point and drag to move it."
msgstr "移动树枝|选择分支样条点并进行拖拽。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Rotate Branch|Select a branch spline point and drag to rotate it."
msgstr "旋转树枝|选择一个树枝样条点并将其拖拽旋转。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Free Hand|Click on a branch spline node and drag to draw a new shape."
msgstr "徒手|点击树枝样条节点并拖拽绘制一个新图形。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Move Leaf|Select a leaf spline point and drag to move it."
msgstr "旋转树叶|选择树叶样条点并将其拖拽。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Rotate Leaf|Select a leaf spline point and drag to rotate it."
msgstr "旋转树叶|选择树叶样条点并将其拖拽旋转"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Random|"
msgstr "随机|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Alternate|"
msgstr "替代|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Opposite|"
msgstr "相反|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Whorled|"
msgstr "螺旋|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Tree Seed|The global seed that affects the entire tree. Use it to randomize your tree, while keeping the general structure of it."
msgstr "树种|影响整棵树的全局种子。在保持树木的总体结构的同时，使用此选项来使树随机化。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Area Spread|Adjusts the spread of trunk nodes. Has an effect only if you have more than one trunk."
msgstr "区域扩展|调节树干节点扩展。只要不是一个树干节点就会有效果。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Ground Offset|Adjusts the offset of trunk nodes on Y axis."
msgstr "地面偏移|在 Y 轴上调整树干节点的偏移。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "LOD Quality|Defines the level-of-detail for the entire tree. A low value will make the tree less complex, a high value will make the tree more complex. Check the statistics in the hierarchy view to see the current complexity of the mesh."
msgstr "LOD 质量|定义整个树的细节级别。较低的值将使树没有那么复杂，较高的值将使树更加复杂。检查层级视图中的统计以便了解当前网格的复杂程度。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Ambient Occlusion|Toggles ambient occlusion on or off."
msgstr "环境光遮挡|切换或关闭环境光遮挡。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "AO Density|Adjusts the density of ambient occlusion."
msgstr "AO 密度|调节环境光遮挡密度。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Translucency Color|The color that will be multiplied in when the leaves are backlit."
msgstr "半透明颜色|树叶背光照射时此颜色成倍增强。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Trans. View Dep.|Translucency view dependency. Fully view dependent translucency is relative to the angle between the view direction and the light direction. View independent is relative to the angle between the leaf's normal vector and the light direction."
msgstr "Trans. View Dep.|半透明视图依赖性。视图依赖的半透明与视图方向和光照方向之间夹角成比例。视图依赖性与树叶的法线向量和光照方向之间的夹角成比例。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Alpha Cutoff|Alpha values from the base texture smaller than the alpha cutoff are clipped creating a cutout."
msgstr "Alpha 修剪|小于Alpha 修剪的基础纹理阿尔法值将被剪掉，创建出一个镂空。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Shadow Strength|Makes the shadows on the leaves less harsh. Since it scales all the shadowing that the leaves receive, it should be used with care for trees that are e.g. in a shadow of a mountain."
msgstr "暗影强度|使树叶上的阴影弱化。因为选项缩放树叶接收的所有阴影，在树上应用时应该多加注意，例如，在山的阴影中的树。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Shadow Offset|Scales the values from the Shadow Offset texture set in the source material. It is used to offset the position of the leaves when collecting the shadows, so that the leaves appear as if they were not placed on one quad. It's especially important for billboarded leaves and they should have brighter values in the center of the texture and darker ones at the border. Start out with a black texture and add different shades of gray per leaf."
msgstr "阴影偏移|缩放在源材质中设置的阴影偏移纹理值。聚集阴影时，该值用于抵消树叶位置，因此树叶就好像没有放置在四边形上。特别是对于广告牌树叶尤其重要，它们应该在纹理中央有亮度值，边框上有暗度值。以黑色的纹理开始并为每个树叶添加不同的灰度。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Full Res|"
msgstr "全部分辨率|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Half Res|"
msgstr "半分辨率|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Quarter Res|"
msgstr "四分之一分辨率|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "One-8th Res|"
msgstr "八分之一分辨率|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "One-16th Res|"
msgstr "十六分之一分辨率|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Shadow Caster Res.|Defines the resolution of the texture atlas containing alpha values from source diffuse textures. The atlas is used when the leaves are rendered as shadow casters. Using lower resolution might increase performance."
msgstr "阴影投射分辨率|定义纹理图集的分辨率，该图集包含源漫反射纹理的阿尔法值。当树叶渲染为阴影投射时使用此图集。使用较低的分辨率可能提高性能。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "LOD Multiplier|Adjusts the quality of this group relative to tree's LOD Quality, so that it is of either higher or lower quality than the rest of the tree."
msgstr "LOD 乘数|调节该组中与树的 LOD 相关的质量，使其比其他树的质量更高或者更低。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Branch Only|"
msgstr "仅枝|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Branch + Fronds|"
msgstr "树枝 + 叶状体"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Fronds Only|"
msgstr "仅叶状体|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Geometry Mode|Type of geometry for this branch group."
msgstr "几何体模式|该支组的几何体类型。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Branch Material|The primary material for the branches."
msgstr "枝的材质|枝的主要材质。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Break Material|Material for capping broken branches."
msgstr "折断材质|封盖断枝的材质。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Frond Material|Material for the fronds."
msgstr "叶状体材质|叶状体材质。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Length|Adjusts the length of the branches."
msgstr "长度|调节树枝长度。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Relative Length|Determines whether the radius of a branch is affected by its length."
msgstr "相对长度|确定树枝半径是否受其长度影响。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Radius|Adjusts the radius of the branches, use the curve to fine-tune the radius along the length of the branches."
msgstr "半径|调节树枝的半径，使用曲线沿着树枝长度微调半径。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Cap Smoothing|Defines the roundness of the cap/tip of the branches. Useful for cacti."
msgstr "树冠平滑|确定树枝冠部/梢头的圆度。适用于仙人掌。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Crinkliness|Adjusts how crinkly/crooked the branches are, use the curve to fine-tune."
msgstr "褶皱度|调整树枝的褶皱/弯曲程度。使用曲线进行微调。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Seek Sun|Use the curve to adjust how the branches are bent upwards/downwards and the slider to change the scale."
msgstr "向阳性|使用曲线调整树枝向上/向下弯曲并使用滑块更改比例。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Noise|Overall noise factor, use the curve to fine-tune."
msgstr "噪音|整体噪音因子，使用曲线进行微调。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Noise Scale U|Scale of the noise around the branch, lower values will give a more wobbly look, while higher values gives a more stochastic look."
msgstr "噪波比例 U|树枝周围的噪波比例，数值较低时，树枝摆动的幅度较大；数值较高时，树枝摆动会更加随机。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Noise Scale V|Scale of the noise along the branch, lower values will give a more wobbly look, while higher values gives a more stochastic look."
msgstr "噪波比例 V|树枝周围的噪波比例，数值较低时，树枝摆动的幅度较大；数值较高时，树枝摆动会更加随机。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Flare Radius|The radius of the flares, this is added to the main radius, so a zero value means no flares."
msgstr "光斑半径|光斑的半径。该半径添加到主半径中，因此零值表示没有光斑。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Flare Height|Defines how far up the trunk the flares start."
msgstr "光斑高度|定义树干的光斑开始高度。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Flare Noise|Defines the noise of the flares, lower values will give a more wobbly look, while higher values gives a more stochastic look."
msgstr "光斑噪波|定义光斑噪波，定义光斑的噪波。数值较低时，树枝摆动的幅度较大；数值较高时，树枝摆动会更加随机。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Weld Length|Defines how far up the branch the weld spread starts."
msgstr "连接长度|定义树枝从开始处连接延伸的长度。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Spread Top|Weld's spread factor on the top-side of the branch, relative to its parent branch. Zero means no spread."
msgstr "延伸到顶|树枝顶侧的连接延伸因子（相对于父级树枝）。零表示没有延伸。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Spread Bottom|Weld's spread factor on the bottom-side of the branch, relative to its parent branch. Zero means no spread."
msgstr "延伸到底|树枝底侧的连接延伸因子（相对于父级树枝）。零表示没有延伸。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Break Chance|Chance of a branch breaking, i.e. 0 = no branches are broken, 0.5 = half of the branches are broken, 1.0 = all the branches are broken."
msgstr "折断几率|树枝折断的几率，即，0 = 无枝折断， 0.5 = 枝一半折断，1.0 = 所有枝折断。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Break Location|This range defines where the branches will be broken. Relative to the length of the branch."
msgstr "折断位置|该范围定义了枝的折断位置。与枝的长度相对。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Frond Count|Defines the number of fronds per branch. Fronds are always evenly spaced around the branch."
msgstr "叶状体计数|定义每个树枝的叶状体数量。叶状体始终平均分布于树枝周围。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Frond Width|The width of the fronds, use the curve to adjust the specific shape along the length of the branch."
msgstr "叶状体宽度|叶状体宽度，使用曲线沿着树枝长度调整具体形状。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Frond Range|Defines the starting and ending point of the fronds."
msgstr "叶状体范围|定义叶状体开始点和结束点。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Frond Rotation|Defines rotation around the parent branch."
msgstr "叶状体旋转|定义围绕父级树枝的旋转。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Frond Crease|Adjust to crease / fold the fronds."
msgstr "叶状体褶皱|调节以褶皱/折叠叶状体。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Geometry Mode|The type of geometry created. You can use a custom mesh, by selecting the Mesh option, ideal for flowers, fruits, etc."
msgstr "几何体模式|创建的几何体类型。通过选择网格选项您可以使用自定义的网格，非常适合花卉、水果等。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Material|Material used for the leaves."
msgstr "材质|用于树叶的材质。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Mesh|Mesh used for the leaves."
msgstr "网格|用于树叶的网格。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Size|Adjusts the size of the leaves, use the range to adjust the minimum and the maximum size."
msgstr "尺寸|调节树叶的尺寸，使用范围调整尺寸的最小值和最大值。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Perpendicular Align|Adjusts whether the leaves are aligned perpendicular to the parent branch."
msgstr "垂直对齐|调整树叶是否和父级树枝垂直对齐。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Horizontal Align|Adjusts whether the leaves are aligned horizontally."
msgstr "水平对齐|调整树叶是否水平对齐。"

#: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Distribution|"
msgstr "分布|"

#: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Geometry|"
msgstr "几何体|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Material|Controls global material properties of the tree."
msgstr "材质|控制树的全局材质属性。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Distribution|Adjusts the count and placement of branches in the group. Use the curves to fine tune position, rotation and scale. The curves are relative to the parent branch or to the area spread in case of a trunk."
msgstr "分布|调节该组中树枝的计数以及位置。使用曲线微调位置、旋转和缩放。曲线和父级树枝成比例变化，或者如果是树干则与其区域延伸成比例变化。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Geometry|Select what type of geometry is generated for this branch group and which materials are applied. LOD Multiplier allows you to adjust the quality of this group relative to tree's LOD Quality."
msgstr "几何体|选择为该枝组生成的几何体类型以及枝组应用的材质。LOD 乘数可以调整与树 LOD 质量相关的该组质量。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Shape|Adjusts the shape and growth of the branches. Use the curves to fine tune the shape, all curves are relative to the branch itself."
msgstr "形状|调整树枝的形状和生长。使用曲线来微调形状，所有曲线都与树枝本身相关。"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Fronds|"
msgstr "叶状体|"

#: Modules/TreeEditor/TreeEditor.cs:1
msgid "Wind|Adjusts the parameters used for animating this group of branches. The wind zones are only active in Play Mode."
msgstr "风|调节应用于动画枝组的参数。仅在播放模式激活风区。"

#: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Add Leaf Group"
msgstr "添加叶组"

#: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Add Branch Group"
msgstr "添加分支组"

#: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Delete Selected Group"
msgstr "删除选定组"

#: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Duplicate Selected Group"
msgstr "复制选定组"

#: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Recompute Tree"
msgstr "重新计算树"

#: [MenuItem]Modules/TreeEditor/TreeEditor.cs:1
msgid "Profile"
msgstr "配置文件"

#: [MenuItem]Modules/TreeEditor/TreeEditor.cs:1
msgid "TreeEditor.PreviewMesh"
msgstr "TreeEditor.PreviewMesh"

#: [MenuItem]Modules/TreeEditor/TreeEditor.cs:1
msgid "TreeEditor.UpdateMesh"
msgstr "TreeEditor.UpdateMesh"

#: [MenuItem]Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Tree"
msgstr "树"

#: [MenuItem]Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Wind Zone"
msgstr "风区"

#: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1
msgid "Group Seed|The seed for this group of branches. Modify to vary procedural generation."
msgstr "组种子|枝组种子。修改此选项以改变程序生成。"

#: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1
msgid "Frequency|Adjusts the number of branches created for each parent branch."
msgstr "频率|调节为每个父级树枝创建的树枝的数量。"

#: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1
msgid "Distribution|The way the branches are distributed along their parent."
msgstr "分布|树枝沿着父级分布的方式。"

#: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1
msgid "Twirl|Twirl around the parent branch."
msgstr "旋转|围绕父分支选装。"

#: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1
msgid "Whorled Step|Defines how many nodes are in each whorled step when using Whorled distribution. For real plants this is normally a Fibonacci number."
msgstr "螺旋步骤|定义使用螺旋分布时每个螺旋步骤中有多少个节点。对于真实的植物，正常情况下它是一个斐波纳契数。"

#: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1
msgid "Growth Scale|Defines the scale of nodes along the parent node. Use the curve to adjust and the slider to fade the effect in and out."
msgstr "生长比例|定义跟随父级的节点比例。使用曲线调整并用滑块产生交叉淡化效果。"

#: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1
msgid "Growth Angle|Defines the initial angle of growth relative to the parent. Use the curve to adjust and the slider to fade the effect in and out."
msgstr "生长角度|定义相对于父级的初始生长角度。使用曲线调整并用滑块产生交叉淡化效果。"

#: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1
msgid "Main Wind|Primary wind effect. This creates a soft swaying motion and is typically the only parameter needed for primary branches."
msgstr "主风|次风效果。该选项将产生轻微的摇摆运动并且是仅用于主枝的参数。"

#: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1
msgid "Main Turbulence|Secondary turbulence effect. Produces more stochastic motion, which is individual per branch. Typically used for branches with fronds, such as ferns and palms."
msgstr "主湍流|次湍流效果。产生更多的随机运动且每个树枝的运动都是独立的。典型应用于叶状体树枝，例如蕨类植物和棕榈植物。"

#: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1
msgid "Edge Turbulence|Turbulence along the edge of fronds. Useful for ferns, palms, etc."
msgstr "边缘湍流|沿叶状体边缘湍流。适用于蕨类植物、棕榈树等。"

#: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1
msgid "Group Seed|The seed for this group of leaves. Modify to vary procedural generation."
msgstr "组种子|叶组种子。修改此选项以改变程序生成。"

#: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1
msgid "Frequency|Adjusts the number of leaves created for each parent branch."
msgstr "频率|调节为每个父级树枝创建的树叶的数量。"

#: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1
msgid "Distribution|Select the way the leaves are distributed along their parent."
msgstr "分布|选择树叶沿着父级分布的方式。"

#: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1
msgid "Main Wind|Primary wind effect. Usually this should be kept as a low value to avoid leaves floating away from the parent branch."
msgstr "主风|次风效果。该选项通常保持在一个较低值，以免树叶从父级树枝飘离。"

#: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1
msgid "Main Turbulence|Secondary turbulence effect. For leaves this should usually be kept as a low value."
msgstr "主湍流|次湍流效果。对于树叶此选项中应将该值维持在较低值。"

#: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1
msgid "Edge Turbulence|Defines how much wind turbulence occurs along the edges of the leaves."
msgstr "边缘湍流|定义树叶边缘周围出现多少风湍流。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Type of source the movie will be read from."
msgstr "从中读取影片的源类型。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Video Clip"
msgstr "视频剪辑"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "VideoClips can be imported using the asset pipeline."
msgstr "可以使用资源管道导入 VideoClips。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "URL"
msgstr "URL"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "URLs"
msgstr "URL"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Click to set a file:// URL.  http:// URLs have to be written or copy-pasted manually."
msgstr "单击设置文件：// URL.  http:// URLs 必须手写或者复制粘贴。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Start playback as soon as the game is started."
msgstr "游戏开始后立即开始播放。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Wait For First Frame"
msgstr "等待第一帧"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Wait for first frame to be ready before starting playback. When on, player time will only start increasing when the first image is ready.  When off, the first few frames may be skipped while clip preparation is ongoing."
msgstr "在开始播放之前等待第一帧准备就绪。启用后，播放器时间仅在第一张图像准备就绪时才开始增加。关闭后，可以跳过前几帧，同时剪辑准备正在进行中。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Start playback at the beginning when end is reached."
msgstr "到达结束时从头开始播放。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Skip On Drop"
msgstr "放下时跳过"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Allow to skip frames to catch up with current time."
msgstr "允许跳帧以追上当前时间。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Increase or decrease the playback speed. 1.0 is the normal speed."
msgstr "增加或减少播放速度。1.0 是常速。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Type of object on which the played images will be drawn."
msgstr "在其上绘制播放图像的对象类型。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Camera where the images will be drawn, behind (Back Plane) or in front of (Front Plane) of the scene."
msgstr "要再场景后面（背面）或前面（前平面）绘制图像的摄像机。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "RenderTexture where the images will be drawn.  RenderTextures can be created under the Assets folder and then used on other objects."
msgstr "绘制图像的 RenderTexture。可以先在“资源”文件夹下创建 RenderTextures，然后用于其他对象。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "A value less than 1.0 will reveal the content behind the video."
msgstr "小于 1.0 的值将显示视频背后的内容。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "3D Layout"
msgstr "3D 布局"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Layout of 3D content in the source video."
msgstr "源视频中 3D 内容的布局。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Audio Output Mode"
msgstr "音频输出模式"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Where the audio in the movie will be output."
msgstr "电影中的音频输出到何处。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "AudioSource component that will receive this track's audio samples."
msgstr "接收该音轨音频样本的 AudioSource 组件。"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Movie files"
msgstr "影片文件"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Data Source"
msgstr "数据源"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Url"
msgstr "Url"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Target Camera"
msgstr "目标相机"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Target Camera 3D Layout"
msgstr "目标相机 3D 布局"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Target Material Renderer"
msgstr "目标材质渲染器"

#: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1
msgid "Controlled Audio Track Count"
msgstr "受控音轨数目"

#: [MenuItem]Modules/TextRenderingEditor/TextRenderingCommands.cs:1
msgid "3D Text"
msgstr "3D 文本"

#: Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:1
msgid "Resetting packages to defaults will discard any changes you have made and/or remove packages set by the project template.\nThis action may result in compilation errors or a broken project. Are you sure?"
msgstr "将包重置为默认值将放弃您所做的任何更改和/或删除项目模板设置的包。\n此操作可能导致编译错误或项目损坏。您确定吗？"

#: [MenuItem]Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:1
msgid "Help"
msgstr "帮助"

#: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateService.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Save As Scene Template..."
msgstr "另存为场景模板..."

#: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateService.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Scene Template From Scene"
msgstr "来自场景的场景模板"

#: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateAsset.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Scene Template"
msgstr "场景模板"

#: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateAnalytics.cs:1
msgid "Spam SceneTemplateCreation Event"
msgstr "滥发 SceneTemplateCreation 事件"

#: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateAnalytics.cs:1
msgid "Spam SceneTemplateInstantiation Event"
msgstr "滥发 SceneTemplateInstantiation 事件"

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
msgid "Which layers are visible in the Scene views."
msgstr "在“场景”视图中可以看到哪些层。"

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
msgid "Preview Packages in Use"
msgstr "预览正在使用的包"

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
msgid "Account"
msgstr "帐户"

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
msgid "Dismiss for now"
msgstr "现在关闭"

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
msgid "Show Preview Packages..."
msgstr "显示预览包..."

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
msgid "Why am I seeing this?"
msgstr "我为什么会看到这个？"

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
msgid "Go to account"
msgstr "进入账户"

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
msgid "Sign in..."
msgstr "登录..."

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
msgid "Upgrade to Unity Plus or Pro"
msgstr "升级至 Unity Plus 或 Pro"

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
msgid "Step"
msgstr "步骤"

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
msgid "Profiler Play"
msgstr "分析器播放"

#: Modules/UIServiceEditor/UnityMainToolbar.cs:1
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/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Binding Conflict"
msgstr "绑定冲突"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "The key {0} is already assigned to the \"{1}\" shortcut.\nDo you want to reassign this key?"
msgstr "{0} 键已分配给 \"{1}\" 快捷方式。\n是否要重新分配此键？"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Reassign"
msgstr "重新分配"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Create Conflict"
msgstr "创建冲突"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Create profile"
msgstr "创建配置文件"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Create a shortcut profile"
msgstr "创建快捷方式配置文件"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Enter the name of the profile you want to create"
msgstr "输入要创建的配置文件的名称"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Profile Name:"
msgstr "配置文件名称："

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "New profile"
msgstr "新建配置文件"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Rename profile"
msgstr "重命名配置文件"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Rename a shortcut profile"
msgstr "重命名快捷方式配置文件"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Enter the new name you want to give the profile '{0}'"
msgstr "输入要提供给配置文件 '{0}' 的新名称"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Unassigned Key"
msgstr "未分配的密钥"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Assigned Key"
msgstr "分配的密钥"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Global Key"
msgstr "全局键"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Command"
msgstr "命令"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Shortcut"
msgstr "快捷方式"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Reset to default"
msgstr "重置为默认值"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Remove shortcut"
msgstr "移除快捷方式"

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Create new profile..."
msgstr "创建新配置文件..."

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Rename profile..."
msgstr "重命名配置文件..."

#: Modules/UIServiceEditor/ShortcutManager/ShortcutManagerWindowView.cs:1
msgid "Delete profile..."
msgstr "删除配置文件..."

#: [MenuItem]Modules/UIServiceEditor/Progress/ProgressWindow.cs:1
msgid "Progress"
msgstr "进度"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Animation Type"
msgstr "动画类型"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "The type of animation to support / import."
msgstr "支持/导入的动画类型。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "No animation present."
msgstr "无动画存在。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Legacy animation system."
msgstr "旧版动画系统。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Generic"
msgstr "泛型"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Generic Mecanim animation."
msgstr "一般 Mecanim 动画。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Humanoid Mecanim animation system."
msgstr "人形动画 Mecanim 动画系统。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Save Avatar"
msgstr "保存 Avatar"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Saves the generated Avatar as a sub-asset."
msgstr "将生成的 Avatar 保存为子资源。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Generation"
msgstr "生成"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Controls how animations are imported."
msgstr "控制动画的导入方式。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Don't Import"
msgstr "不导入"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "No animation or skinning is imported."
msgstr "未导入动画或蒙皮。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Store in Original Roots (Deprecated)"
msgstr "存储在“原始根”中（已弃用）"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Animations are stored in the root objects of your animation package (these might be different from the root objects in Unity)."
msgstr "动画存储在您的动画包的根对象中（这些动画可能与 Unity 中的根对象不同）。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Store in Nodes (Deprecated)"
msgstr "存储在“节点”中（已弃用）"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Animations are stored together with the objects they animate. Use this when you have a complex animation setup and want full scripting control."
msgstr "动画与动画绘制的对象存储在一起。当您的动画设置非常复杂、想要完整的脚本控制时请使用此选项。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Store in Root (Deprecated)"
msgstr "存储在“根”中（已弃用）"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Animations are stored in the scene's transform root objects. Use this when animating anything that has a hierarchy."
msgstr "动画存储在场景的变换根对象中。在为具有层次结构的内容绘制动画时请使用此选项。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Update the copy of the muscle definition from the source."
msgstr "从源更新肌肉定义副本。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Root node"
msgstr "根节点"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Specify the root node used to extract the animation translation."
msgstr "指定用于提取动画转换的根节点。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Avatar Definition"
msgstr "Avatar 定义"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Choose between Create From This Model or Copy From Other Avatar. The first one creates an Avatar for this file and the second one uses an Avatar from another file to import animation."
msgstr "选择“从此模型创建”或者“从其他 Avatar 复制”。第一个选项会为此文件创建一个 Avatar，第二个选项会用另一个文件中的 Avatar 导入动画。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Control how many bone weights are imported."
msgstr "控制导入的骨骼权重数量。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Standard (4 Bones)"
msgstr "标准（4 个骨骼）"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Import a maximum of 4 bones per vertex."
msgstr "导入每个顶点的最多 4 个骨骼。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Import a custom number of bones per vertex."
msgstr "导入每个顶点的自定义数量的骨骼。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Max Bones/Vertex"
msgstr "最大骨骼数/顶点"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Number of bones that can affect each vertex."
msgstr "可影响每个顶点的骨骼数量。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Min Bone Weight"
msgstr "最小骨骼权重"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Bone weights smaller than this value are rejected. The remaining weights are scaled to add up to 1.0."
msgstr "小于此值的骨骼权重将被拒绝。其余权重按比例相加为 1.0。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Update reference clips"
msgstr "更新参考剪辑"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Click on this button to update all the @convention files referencing this file. Should set all these files to Copy From Other Avatar, set the source Avatar to this one and reimport all these files."
msgstr "单击此按钮可更新所有引用此文件的 @convention 文件。应将所有这些文件设置为“从其他 Avatar 复制”，将源 Avatar 设置为此文件并重新导入所有这些文件。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Extra Transforms to Expose"
msgstr "要暴露的额外变换"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Select the list of transforms to expose in the optimized GameObject hierarchy."
msgstr "选择要在优化的游戏对象层级视图中公开的变换列表。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Store in Root (New)"
msgstr "存储在“根”中（新）"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Configure..."
msgstr "配置..."

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "\\u2713"
msgstr "\\u2713"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "\\u2715"
msgstr "\\u2715"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Import Messages"
msgstr "导入消息"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1
msgid "Optimize Game Objects"
msgstr "优化游戏对象"

#: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1
msgid "Load Type"
msgstr "加载类型"

#: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1
msgid "Preload Audio Data*"
msgstr "预加载音频数据*"

#: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1
msgid "Compression Format"
msgstr "压缩格式"

#: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1
msgid "Sample Rate Setting"
msgstr "采样率设置"

#: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1
msgid "Preload Audio Data"
msgstr "预加载音频数据"

#: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1
msgid "Force To Mono"
msgstr "强制变为单声道"

#: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1
msgid "Normalize"
msgstr "归一化"

#: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1
msgid "Load In Background"
msgstr "后台加载"

#: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1
msgid "Ambisonic"
msgstr "全景声"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Keep Alpha*"
msgstr "保留 Alpha*"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "If the source clip has alpha, it will be preserved during transcoding so that transparency is usable during render."
msgstr "如果源剪辑具有 Alpha，它将在转码期间保留，以便在渲染过程中可以使用透明度。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Deinterlace*"
msgstr "取消隔行扫描*"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Remove interlacing on this video during transcoding."
msgstr "在转码过程中移除此视频上的隔行扫描。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Flip Horizontally*"
msgstr "水平翻转*"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Flip the video horizontally during transcoding."
msgstr "在转码过程中水平翻转视频。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Flip Vertically*"
msgstr "垂直翻转*"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Flip the video vertically during transcoding."
msgstr "在转码过程中垂直翻转视频。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Import Audio*"
msgstr "导入音频*"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Defines if the audio tracks will be imported during transcoding."
msgstr "定义是否在转码期间导入音轨。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Transcode"
msgstr "转码"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Transcoding a clip gives more flexibility through the options below, but takes more time."
msgstr "通过以下选项对剪辑进行转码可提供更大的灵活性，但会花费更多时间。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Dimensions"
msgstr "尺寸"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Pixel size of the resulting video."
msgstr "生成视频的像素大小。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Width in pixels of the resulting video."
msgstr "生成视频的宽度（以像素为单位）。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Height in pixels of the resulting video."
msgstr "生成视频的高度（以像素为单位）。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "How the original video is mapped into the target dimensions."
msgstr "原始视频如何映射到目标尺寸。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Codec"
msgstr "编解码器"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Codec for the resulting clip. Automatic will make the best choice for the target platform."
msgstr "生成的剪辑的编解码器。“自动”将是目标平台的最佳选择。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Bitrate Mode"
msgstr "比特率模式"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Higher bit rates give a better quality, but impose higher load on network connections or storage."
msgstr "较高的比特率可提供更好的质量，但会给网络连接或存储带来更高的负担。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Spatial Quality"
msgstr "空间质量"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Adds a downsize during import to reduce bitrate using resolution."
msgstr "在导入过程中添加“缩小尺寸”以使用分辨率降低比特率。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Source Info"
msgstr "源信息"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Not all platforms transcoded. Clip is not guaranteed to be compatible on platforms without transcoding."
msgstr "并非所有平台都已转码。不能保证剪辑在没有转码的平台上兼容。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Global transcode options are not applied on all platforms. You must enable \"Transcode\" for these to take effect."
msgstr "全局转码选项并未应用到所有平台。必须启用 \"转码\" 才能使这些选项生效。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Transcode was skipped. Current clip does not match import settings. Reimport to resolve."
msgstr "已跳过转码。当前剪辑与导入设置不匹配。请重新导入以解决问题。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Transcode was skipped for some clips and they don't match import settings. Reimport to resolve."
msgstr "已跳过某些剪辑的转码，它们与导入设置不匹配。请重新导入以解决问题。"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Custom Width Property"
msgstr "自定义宽度属性"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Custom Height Property"
msgstr "自定义高度属性"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Enable Transcoding Property"
msgstr "启用转码属性"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Encode Alpha"
msgstr "编码 Alpha"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Deinterlace"
msgstr "取消隔行扫描"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Flip Horizontal"
msgstr "水平翻转"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Flip Vertical"
msgstr "垂直翻转"

#: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1
msgid "Import Audio"
msgstr "导入音频"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "FBX Scene import settings"
msgstr "FBX 场景导入设置"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "How much to scale the models compared to what is in the source file."
msgstr "与源文件相比，模型缩放的程度如何。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Convert Units"
msgstr "转换单位"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Convert file units to Unity ones."
msgstr "将文件单位转换为 Unity 单位。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Import BlendShapes"
msgstr "导入 BlendShapes"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Should Unity import BlendShapes."
msgstr "Unity 是否应该导入 BlendShapes。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Import Visibility"
msgstr "导入可见性"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Use visibility properties to enable or disable MeshRenderer components."
msgstr "使用可见性属性来启用或禁用 MeshRenderer 组件。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Preserve Hierarchy"
msgstr "保持层次结构"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Always create an explicit prefab root, even if the model only has a single root."
msgstr "始终创建显式预制件根，即使模型只有一个单根。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Sort Hierarchy By Name"
msgstr "按名称对层级视图排序"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Sort game objects children by name."
msgstr "按名称对游戏对象子对象进行排序。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Global settings for generated meshes"
msgstr "所生成网格的全局设置"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Higher compression ratio means lower mesh precision. If enabled, the mesh bounds and a lower bit depth per component are used to compress the mesh data."
msgstr "更高的压缩比意味着更低的网格精度。如果启用，则使用每个组件的网格边界和一个低位深度来压缩网格数据。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Allow vertices and indices to be accessed from script."
msgstr "允许从脚本访问顶点和索引。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Optimize Mesh"
msgstr "优化网格"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Reorder vertices and/or polygons for better GPU performance."
msgstr "对顶点和/或多边形重新排序，以便实现更好的 GPU 性能。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Generate Colliders"
msgstr "生成碰撞器"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Should Unity generate mesh colliders for all meshes."
msgstr "Unity 是否应该为所有网格生成网格碰撞器。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Detailed mesh data"
msgstr "详细网格数据"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Keep Quads"
msgstr "保留四边形"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "If model contains quad faces, they are kept for DX11 tessellation."
msgstr "如果模型中包含四面，则会保留用于 DX11 曲面细分。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Weld Vertices"
msgstr "焊接顶点"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Combine vertices that share the same position in space."
msgstr "合并空间中共享相同位置的顶点。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Index Format"
msgstr "索引格式"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Format of mesh index buffer. Auto mode picks 16 or 32 bit depending on mesh vertex count."
msgstr "网格索引缓冲区格式。根据网格顶点数，自动模式会选择 16 或 32 位。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Source of mesh normals. If Import is selected and a mesh has no normals, they will be calculated instead."
msgstr "网格法线的源。如果选择“导入”，而网格没有法线，则将计算它们。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Normals Mode"
msgstr "法线模式"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "How to weight faces when calculating normals."
msgstr "如何在计算法线时确定面的权重。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Smoothing Angle"
msgstr "平滑角度"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "When calculating normals on a mesh that doesn't have smoothing groups, edges between faces will be smooth if this value is greater than the angle between the faces."
msgstr "在没有平滑组的网格上计算法线时，如果此值大于面之间的角度，则面之间的边将是平滑的。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Source of mesh tangents. If Import is selected and a mesh has no tangents, they will be calculated instead."
msgstr "网格切线的源。如果选择“导入”，而网格没有切线，则将计算它们。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Blend Shape Normals"
msgstr "混合形状法线"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Source of blend shape normals. If Import is selected and a blend shape has no normals, they will be calculated instead."
msgstr "混合形状法线的源。如果选择“导入”，而混合形状没有法线，则将计算它们。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Smoothness Source"
msgstr "平滑度源"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "How to determine which edges should be smooth and which should be sharp."
msgstr "如何确定哪些边缘应该平滑而哪些应该锐利。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Swap UVs"
msgstr "交换 UVs"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Swaps the 2 UV channels in meshes. Use if your diffuse texture uses UVs from the lightmap."
msgstr "交换网格中的 2 个 UV 通道。如果漫反射纹理使用了光照贴图中的 UVs，请使用此选项。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Generate Lightmap UVs"
msgstr "生成光照贴图 UVs"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Generate lightmap UVs into UV2."
msgstr "将光照贴图 Uvs 生成为 UV2。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Lightmap UVs settings"
msgstr "光照贴图 UV 设置"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Advanced settings for Lightmap UVs generation"
msgstr "光照贴图 UV 生成的高级设置"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Angle Error"
msgstr "角度错误"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Measured in percents. Angle error measures deviation of UV angles from geometry angles. Area error measures deviation of UV triangles area from geometry triangles if they were uniformly scaled."
msgstr "以百分比衡量。角度误差测量的是 UV 角度与几何角度之间的偏差。如果均匀缩放，则面积误差测量的是 UV 三角形区域与几何三角形之间的偏差。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Hard Angle"
msgstr "硬角度"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Angle between neighbor triangles that will generate seam."
msgstr "产生接缝的相邻三角形之间的角度。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Margin Method"
msgstr "边距方法"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
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:1
msgid "Pack Margin"
msgstr "打包边距"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Measured in pixels, assuming mesh will cover an entire 1024x1024 lightmap."
msgstr "以像素为单位衡量并假设网格将覆盖整个 1024x1024 光照贴图。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Min Lightmap Resolution"
msgstr "最小光照贴图分辨率"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
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:1
msgid "Min Object Scale"
msgstr "最小对象缩放"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
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:1
msgid "Legacy Blend Shape Normals"
msgstr "旧版混合形状法线"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Compute normals from smoothing groups when the mesh has BlendShapes."
msgstr "当网格具有 BlendShapes 时，根据平滑组计算法线。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Bake Axis Conversion"
msgstr "烘焙轴转换"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
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:1
msgid "1{0} (File) to {1}m (Unity)"
msgstr "1{0} (文件) to {1}m (Unity)"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "1 unit (File) to {0}m (Unity)"
msgstr "1 单位（文件）至 {0}m (Unity)"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Import Lights"
msgstr "导入灯光"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Area Error"
msgstr "区域误差"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "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:1
msgid "Add Colliders"
msgstr "添加碰撞器"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Global Scale"
msgstr "全局缩放"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Import Blend Shapes"
msgstr "导入混合形状"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Swap UV Channels"
msgstr "交换 UV 通道"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
msgid "Generate Secondary UV"
msgstr "生成二次 UV"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1
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:1
msgid "Secondary UV Min Object Scale"
msgstr "第二套 UV 最小对象缩放"

#: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "{0} Import Settings"
msgstr "{0} 导入设置"

#: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:1
msgid "Unapplied import settings"
msgstr "未应用导入设置"

#: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:1
msgid "{0} (Default)"
msgstr "{0}（默认值）"

#: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:1
msgid "Importer"
msgstr "导入器"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterEditor.cs:1
msgid "Model Import Settings"
msgstr "模型导入设置"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterEditor.cs:1
msgid "Starting with the Unity 2019.3 release, direct import of Cinema4D files will require an external plugin. Keep an eye on our External Tools forum for updates.\n\nPlease note that FBX files exported from Cinema4D will still be supported."
msgstr "从 Unity 2019.3 版本开始，需要一个外部插件才能直接导入 Cinema4D 文件。请关注我们的“外部工具”论坛以获取最新信息。\n\n请注意，仍然支持从 Cinema4D 导出的 FBX 文件。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Import Animation"
msgstr "导入动画"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Controls if animations are imported."
msgstr "控制是否导入动画。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "The default Wrap Mode for the animation in the mesh being imported."
msgstr "正在导入的网格中动画的默认“包裹模式”。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "The animation plays as specified in the animation splitting options below."
msgstr "动画会按照下方动画拆分选项中指定的方式进行播放。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Once"
msgstr "一次"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "The animation plays through to the end once and then stops."
msgstr "动画会播放到结尾（仅播放一次），然后停止。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "The animation plays through and then restarts when the end is reached."
msgstr "动画会播放完毕，然后到达结尾时重新开始。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "PingPong"
msgstr "PingPong"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "The animation plays through and then plays in reverse from the end to the start, and so on."
msgstr "动画会播放完毕，然后从结尾到开始反向播放，依此类推。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "ClampForever"
msgstr "ClampForever"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "The animation plays through, but the last frame is repeated indefinitely. This is not the same as Once mode because playback does not technically stop at the last frame (which is useful when blending animations)."
msgstr "动画会播放完毕，但是最后一帧会无限期重复。该模式不同于“一次”模式，因为从技术上来说，播放不会在最后一帧停止（混合动画中这样很有用）。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Bake Animations"
msgstr "烘焙动画"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Enable this when using IK or simulation in your animation package. Unity will convert to forward kinematics on import. This option is available only for Maya, 3dsMax and Cinema4D files."
msgstr "您的动画包中使用了 IK 或者模拟时启用此选项。Unity 将在导入时转换为正向运动学。此选项仅适用于 Maya、3dsMax 和 Cinema4D 文件。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Resample Curves "
msgstr "重采样曲线"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid " Curves will be resampled on every frame. Use this if you're having issues with the interpolation between keys in your original animation. Disable this to keep curves as close as possible to how they were originally authored."
msgstr "每一帧都将曲线对进行重新采样。如果您的原始动画中出现键之间的插值问题，可以使用此选项。禁用此选项可令曲线尽可能保持初始状态。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Anim. Compression"
msgstr "动漫。压缩"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "The type of compression that will be applied to this mesh's animation(s)."
msgstr "将应用于此网格的动画的压缩类型。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Disables animation compression. This means that Unity doesn't reduce keyframe count on import, which leads to the highest precision animations, but slower performance and bigger file and runtime memory size. It is generally not advisable to use this option - if you need higher precision animation, you should enable keyframe reduction and lower allowed Animation Compression Error values instead."
msgstr "禁用动画压缩。这意味着 Unity 不会减少导入时的关键帧数，这样动画的精度最高，但性能会降低，且文件和运行时内存大小也会增加。通常不建议使用此选项 - 如果需要更高精度的动画，您可以启用关键帧缩减并降低允许的“动画压缩错误”值。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Keyframe Reduction"
msgstr "关键帧减少"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Reduces keyframes on import. If selected, the Animation Compression Errors options are displayed."
msgstr "减少导入时的关键帧。如果选中，则会显示“动画压缩错误”选项。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Keyframe Reduction and Compression"
msgstr "关键帧减少和压缩"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Reduces keyframes on import and compresses keyframes when storing animations in files. This affects only file size - the runtime memory size is the same as Keyframe Reduction. If selected, the Animation Compression Errors options are displayed."
msgstr "在文件中存储动画时，减少导入时的关键帧并压缩关键帧。这仅仅会影响到文件大小 - 运行时内存大小与“关键帧缩减”相同。如果选中，则会显示“动画压缩错误”选项。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Optimal"
msgstr "最佳"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Reduces keyframes on import and choose between different curve representations to reduce memory usage at runtime. This affects the runtime memory size and how curves are evaluated."
msgstr "减少导入时的关键帧并在不同曲线表示之间进行选择，以减少运行时的内存使用量。这会影响运行时的内存大小以及如何评估曲线。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Rotation Error"
msgstr "旋转错误"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Defines how much rotation curves should be reduced. The smaller value you use - the higher precision you get."
msgstr "定义应减少多少旋转曲线。您使用的值越小 - 获得的精度就越高。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Position Error"
msgstr "位置错误"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Defines how much position curves should be reduced. The smaller value you use - the higher precision you get."
msgstr "定义应减少多少位置曲线。您使用的值越小 - 获得的精度就越高。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Scale Error"
msgstr "缩放错误"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Defines how much scale curves should be reduced. The smaller value you use - the higher precision you get."
msgstr "定义应减少多少比例曲线。您使用的值越小 - 获得的精度就越高。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Advanced setting for root motion and blending pivot"
msgstr "根运动和混合轴心的高级设置"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Root Motion Node"
msgstr "根运动节点"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Define a transform node that will be used to create root motion curves"
msgstr "定义一个用于创建根运动曲线的转换节点"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Configure the mask for this clip to remove unnecessary curves."
msgstr "配置此剪辑的遮罩以删除不必要的曲线。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Animated Custom Properties"
msgstr "动画自定义属性"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Controls if animated custom properties are imported."
msgstr "控制是否导入动画自定义属性。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Import Constraints"
msgstr "导入约束"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Controls if the constraints are imported."
msgstr "控制是否导入约束。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Rotation error is defined as maximum angle deviation allowed in degrees, for others it is defined as maximum distance/delta deviation allowed in percents"
msgstr "旋转误差定义为允许的最大角度偏差（用度表示），其他则定义为最大距离/增量偏差（用百分比表示）"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Multi-object editing of clips not supported."
msgstr "不支持剪辑的多物体编辑。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Generate Retargeting Quality Report"
msgstr "生成重定向质量报告"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Clips"
msgstr "剪辑"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Mask has a path that does not match the transform hierarchy. Animation may not import correctly."
msgstr "遮罩的路径与转换层次结构不匹配。动画可能无法正确导入。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Update Mask"
msgstr "更新遮罩"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Source Mask has changed since last import and must be updated."
msgstr "“源遮罩”自上次导入后已有更改，必须更新。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Source Mask has a path that does not match the transform hierarchy. Animation may not import correctly."
msgstr "“源遮罩”具有与转换层次结构不匹配的路径。动画可能无法正确导入。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "<None>"
msgstr "<无>"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "<Root Transform>"
msgstr "<根变换>"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Error(s) found while importing this animation file. Open \"Import Messages\" foldout below for more details."
msgstr "导入此动画文件时发现错误。打开下方折叠的 \"导入消息\" 获取更多详细信息。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Warning(s) found while importing rig in this animation file. Open \"Rig\" tab for more details."
msgstr "在此动画文件中导入 rig 时发现警告。打开 \"Rig\" 选项卡以获取更多详细信息。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Warning(s) found while importing this animation file. Open \"Import Messages\" foldout below for more details."
msgstr "导入此动画文件时发现警告。打开下方的“导入消息”折叠标签以获取更多详细信息。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Retargeting Quality compares retargeted with original animation. It reports average and maximum position/orientation difference for body parts. It may slow down import time of this file."
msgstr "重定向质量，将重定向后动画与原动画做对比，报告身体各部分的平均及最大位置/方向差异。这可能会增加此文件的导入时间。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Animation data was imported using a deprecated Generation option in the Rig tab. Please switch to a non-deprecated import mode in the Rig tab to be able to edit the animation import settings."
msgstr "动画数据是由操控选项卡中已弃用的生成选项导入。请在操控选项卡中改选一种未弃用的导入模式以便能对动画导入设置进行编辑。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "The animations settings can be edited after clicking Apply."
msgstr "点击应用后可以对动画设置进行编辑。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Error(s) found while importing rig in this animation file. Open \"Rig\" tab for more details."
msgstr "在此动画文件中导入装备时发现错误。打开 \"装备\" 选项卡获取更多详细信息。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "No animation data available in this model."
msgstr "此模型中没有可用的动画数据。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "The rigs of the selected models have different Animation Types."
msgstr "所选模型的装备具有不同的“动画类型”。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "The rigs of the selected models are not setup to handle animation. Change the Animation Type in the Rig tab and click Apply."
msgstr "所选模型的 rigs 未设置为处理动画。在“Rig”选项卡中更改“动画类型”，然后单击“应用”。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Animation Do Retargeting Warnings"
msgstr "动画正在重定向警告"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Bake Simulation"
msgstr "烘焙模拟"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Resample Curves"
msgstr "重采样曲线"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Animation Rotation Error"
msgstr "动画旋转错误"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Animation Position Error"
msgstr "动画位置错误"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Animation Scale Error"
msgstr "动画缩放错误"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1
msgid "Import Animated Custom Properties"
msgstr "导入动画自定义属性"

#: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:1
msgid "Load on startup"
msgstr "启动时加载"

#: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:1
msgid "Always load plugin during startup instead of on-demand"
msgstr "始终在启动期间加载插件而不是按需加载插件"

#: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:1
msgid "Plugin load settings"
msgstr "插件加载设置"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Extract Textures..."
msgstr "提取纹理..."

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Click on this button to extract the embedded textures."
msgstr "单击此按钮提取嵌入的纹理。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Search and Remap"
msgstr "搜索和重新映射"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "sRGB Albedo Colors"
msgstr "sRGB 反照率颜色"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Albedo colors in gamma space. Disable this for projects using linear color space."
msgstr "伽马空间中的反照率颜色。对使用线性颜色空间的项目禁用此选项。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Material Creation Mode"
msgstr "材质创建模式"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Select the method used to generate materials during the import process."
msgstr "选择在导入过程中生成材质所用的方法。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "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:1
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:1
msgid "Material Editing is not supported on multiple selection"
msgstr "多选时不支持材质编辑"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Naming"
msgstr "正在命名"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "By Base Texture Name"
msgstr "通过基础纹理名称"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "From Model's Material"
msgstr "从模型材质"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Model Name + Model's Material"
msgstr "模型名称 + 模型材质"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Texture Name or Model Name + Model's Material (Obsolete)"
msgstr "纹理名称或模型名称 + 模型材质（过时）"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Local Materials Folder"
msgstr "本地材质文件夹"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Recursive-Up"
msgstr "向上递归"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Project-Wide"
msgstr "项目范围"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Do not generate materials. Use Unity's default material instead."
msgstr "不要生成材料。请改用 Unity 的默认材料。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "For each imported material, Unity first looks for an existing material named %MAT%."
msgstr "对于每个导入的材料，Unity 将首先查找名为 %MAT% 的现有材料。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "[BaseTextureName]"
msgstr "[BaseTextureName]"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "[MaterialName]"
msgstr "[MaterialName]"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "[ModelFileName]-[MaterialName]"
msgstr "[ModelFileName]-[MaterialName]"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "[BaseTextureName] or [ModelFileName]-[MaterialName] if no base texture can be found"
msgstr "[BaseTextureName] 或 [ModelFileName]-[MaterialName] 如果不能找到基础纹理"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Unity will look for it in the local Materials folder."
msgstr "Unity 将在本地材质文件夹中查找它。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Unity will do a recursive-up search for it in all Materials folders up to the Assets folder."
msgstr "Unity 会在所有的材质文件夹中向上递归搜索，直至资源文件夹。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Unity will search for it anywhere inside the Assets folder."
msgstr "Unity 将在资源文件夹的每个角落搜索它。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "If it doesn't exist, a new one is created in the local Materials folder."
msgstr "如果不存在，将在本地材料文件夹中创建一个新的。"

#: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1
msgid "Use SRGB Material Color"
msgstr "使用 SRGB 材质颜色"

#: Modules/UIElementsEditor/StyleSheets/StyleSheetImporter.cs:1
msgid "Disable Validation"
msgstr "禁用验证"

#: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1
msgid "The Sprite defining the mask"
msgstr "定义遮罩的 Sprite"

#: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1
msgid "The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite."
msgstr "遮罩用来选择在遮罩的 sprite 上定义的影响区域的最小 alpha 值。"

#: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1
msgid "Custom Range"
msgstr "自定义范围"

#: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1
msgid "Mask sprites from front to back sorting values only."
msgstr "仅从前到后对遮罩 sprites 进行排序。"

#: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1
msgid "Create Sprite Mask"
msgstr "创建 Sprite 遮罩"

#: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1
msgid "New Sprite Mask"
msgstr "新 Sprite 遮罩"

#: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1
msgid "Front"
msgstr "前面"

#: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1
msgid "Back"
msgstr "背部"

#: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1
msgid "Is Custom Range Active"
msgstr "是自定义范围活跃的"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Create Neighbor Terrains"
msgstr "创建相邻地形"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Click the edges to create neighbor terrains"
msgstr "单击边以创建相邻地形"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Paint Terrain"
msgstr "绘制地形"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Select a tool from the drop-down list"
msgstr "从下拉列表中选择工具"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Paint Trees"
msgstr "绘制树"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Click to paint trees.\n\nHold shift and click to erase trees.\n\nHold Ctrl and click to erase only trees of the selected type."
msgstr "单击绘制树木。\n\n按住 Shift 并单击可以删除树木。\n\n按住 Ctrl 并单击可以仅仅删除所选类型的树木。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Paint Details"
msgstr "绘制细节"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Click to paint details.\n\nHold shift and click to erase details.\n\nHold Ctrl and click to erase only details of the selected type."
msgstr "单击绘制细节。\n\n按住 Shift 并单击可以删除详细信息。\n\n按住 Ctrl 并单击可以仅删除所选类型的详细信息。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Brush Size"
msgstr "画笔大小"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Size of the brush used to paint."
msgstr "用于绘制的画笔的大小。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Strength of the applied effect."
msgstr "应用效果的强度。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Edit Trees..."
msgstr "编辑树..."

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Add/remove tree types."
msgstr "添加/删除树类型。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Tree Density"
msgstr "树密度"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "How dense trees are you painting"
msgstr "您绘制的树木有多茂密。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Tree Height"
msgstr "树高"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Height of the planted trees"
msgstr "种植树木的高度"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Random?"
msgstr "随机？"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Enable random variation in tree height (variation)"
msgstr "启用树高随机变化（变体）"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Lock Width to Height"
msgstr "锁定宽度到高度"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Let the tree width be the same with height"
msgstr "使树的宽度与高度相同"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Tree Width"
msgstr "树宽度"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Width of the planted trees"
msgstr "种植的树木的宽度"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Enable random variation in tree width (variation)"
msgstr "启用树宽随机变化（变体）"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Color Variation"
msgstr "色差"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Amount of random shading applied to trees. This only works if the shader supports _TreeInstanceColor (for example, Speedtree shaders do not use this)"
msgstr "应用于树的随机着色量。此选项仅在着色器支持 _TreeInstanceColor 时有效（例如，Speedtree 着色器不使用此选项）"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Random Tree Rotation"
msgstr "随机树旋转"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Randomize tree rotation. This only works when the tree has an LOD group."
msgstr "随机化树旋转。这仅在树具有 LOD 组时有效。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Mass Place Trees"
msgstr "大量放置树"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The Mass Place Trees button is a very useful way to create an overall covering of trees without painting over the whole landscape. Following a mass placement, you can still use painting to add or remove trees to create denser or sparser areas."
msgstr "“批量种植树”按钮是一种非常有用的方法，可以创建整体树木覆盖物，而无需在整个景观上绘制。批量种植后，您仍然可以通过绘制来添加或删除树，以便创建树木更密集或更稀疏的区域。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Tree Contribute Global Illumination"
msgstr "树贡献全局照明"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The state of the Contribute GI flag for the tree prefab root GameObject. The flag can be changed on the prefab. When disabled, this tree will not be visible to the lightmapper. When enabled, any child GameObjects which also have the static flag enabled, will be present in lightmap calculations. Regardless of the value of the flag, each tree instance receives its own light probe and no lightmap texels."
msgstr "树预制件根游戏对象的“贡献 GI”标志状态。可以在预制件上更改标志。禁用后，光照贴图将无法看到此树。启用后，任何启用了静态标志的子游戏对象都将出现在光照贴图计算中。无论标志如何，每个树实例都会收到自己的光照探测器且没有光照贴图纹素。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Edit Details..."
msgstr "编辑细节..."

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Add/remove detail meshes"
msgstr "添加/删除细节网格"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Target Strength"
msgstr "目标强度"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Target amount"
msgstr "目标量"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Import Raw..."
msgstr "导入 Raw..."

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The Import Raw button allows you to set the terrain's heightmap from an image file in the RAW grayscale format. RAW format can be generated by third party terrain editing tools (such as Bryce) and can also be opened, edited and saved by Photoshop. This allows for sophisticated generation and editing of terrains outside Unity."
msgstr "“导出 Raw”按钮允许您通过一个“RAW”灰度格式的图像文件设置地形高度图。 RAW 格式可以用第三方地形编辑工具（如 Bryce）生成，也可以用 Photoshop 打开、编辑和保存。通过该按钮，您就可以在 Unity 之外进行复杂的地形生成和编辑。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Export Raw..."
msgstr "导出原始..."

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The Export Raw button allows you to save the terrain's heightmap to an image file in the RAW grayscale format. RAW format can be generated by third party terrain editing tools (such as Bryce) and can also be opened, edited and saved by Photoshop. This allows for sophisticated generation and editing of terrains outside Unity."
msgstr "“导出 Raw”按钮允许您将地形高度图保存为“RAW”灰度格式的图像文件。 RAW 格式可以用第三方地形编辑工具（如 Bryce）生成，也可以用 Photoshop 打开、编辑和保存。借助该按钮，您就可以在 Unity 之外进行复杂的地形生成和编辑。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Bake Light Probes For Trees"
msgstr "烘焙树木光照探测器"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "If the option is enabled, Unity will create internal light probes at the position of each tree (these probes are internal and will not affect other renderers in the scene) and apply them to tree renderers for lighting. Otherwise trees are still affected by LightProbeGroups. The option is only effective for trees that have LightProbe enabled on their prototype prefab."
msgstr "如果启用该选项，Unity 将在每个树的位置创建内部光照探测器（这些探测器属于内部探测器，不会影响到场景中的其他渲染器）并将它们应用于树渲染器进行照明。如果不启用的话，树木将受到 LightProbeGroups 的影响。只有当树木的原型预制件上启用了 LightProbe 后，该选项才有效。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Remove Light Probe Ringing"
msgstr "移除光照探测器振铃"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Refresh"
msgstr "刷新"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "When you save a tree asset from the modelling app, you will need to click the Refresh button (shown in the inspector when the tree painting tool is selected) in order to see the updated trees on your terrain."
msgstr "从建模应用程序保存树资源时，您需要单击“刷新”按钮（选择树绘制工具时会在检查器中显示），以便查看地形上更新的树。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Grouping ID"
msgstr "分组 ID"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Grouping ID for auto connection"
msgstr "用于自动连接的分组 ID"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Auto Connect"
msgstr "自动连接"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Allow the current terrain tile to automatically connect to neighboring tiles sharing the same grouping ID."
msgstr "允许当前地形瓦片自动连接到共用相同分组 ID 的相邻瓦片。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Reconnect"
msgstr "重新连接"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Will attempt to re-run auto connection"
msgstr "将尝试重新运行自动连接"

#: Modules/TerrainEditor/TerrainInspector.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Draw"
msgstr "绘制"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Toggle the rendering of terrain"
msgstr "切换地形渲染"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Draw Instanced"
msgstr "绘制实例化"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Toggle terrain instancing rendering"
msgstr "切换地形实例化渲染"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Pixel Error"
msgstr "像素误差"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The accuracy of the mapping between the terrain maps (heightmap, textures, etc.) and the generated terrain; higher values indicate lower accuracy but lower rendering overhead."
msgstr "地形贴图（高度贴图、纹理等）与生成的地形之间的映射精度；值越高表示精度越低，但渲染开销越低。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Base Map Dist."
msgstr "底图距离"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The maximum distance at which terrain textures will be displayed at full resolution. Beyond this distance, a lower resolution composite image will be used for efficiency."
msgstr "地形纹理以全分辨率显示的最大距离。超过此距离将使用较低分辨率的合成图像来提高效率。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Does the terrain cast shadows?"
msgstr "地形会投下阴影吗？"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Create..."
msgstr "创建..."

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Create a new Material asset to be used by the terrain by duplicating the current default Terrain material."
msgstr "通过复制当前默认的地形材质，创建由地形使用的新材质资源。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "How reflection probes are used on terrain. Only effective when using built-in standard material or a custom material which supports rendering with reflection."
msgstr "如何在地形上使用反射探测器。仅在使用内置标准材料或者支持反射渲染的自定义材料时有效。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Should trees, grass and details be drawn?"
msgstr "是否应该画出树木、草和细节？"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Detail Distance"
msgstr "细节距离"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The distance (from camera) beyond which details will be culled."
msgstr "超过后细节将被剔除的距离（来自摄像机）。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Detail Density"
msgstr "细节密度"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The number of detail/grass objects in a given unit of area. The value can be set lower to reduce rendering overhead."
msgstr "给定单位面积中细节/草对象的数量。可以将该值设置得更低以减少渲染开销。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Tree Distance"
msgstr "树距离"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The distance (from camera) beyond which trees will be culled. For SpeedTree trees this parameter is controlled by the LOD group settings."
msgstr "超过后树将被剔除的距离（相对于摄像机）。对于 SpeedTree 树，此参数由 LOD 组设置进行控制。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Billboard Start"
msgstr "Billboard 开始"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The distance (from camera) at which 3D tree objects will be replaced by billboard images. For SpeedTree trees this parameter is controlled by the LOD group settings."
msgstr "3D 树对象被 billboard 图像替代的距离（相对于摄像机）。对于 SpeedTree 树，此参数由 LOD 组设置进行控制。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Fade Length"
msgstr "淡化长度"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Distance over which trees will transition between 3D objects and billboards. For SpeedTree trees this parameter is controlled by the LOD group settings."
msgstr "树在 3D 对象和 billboards 之间转换的距离。对于 SpeedTree 树，此参数由 LOD 组设置进行控制。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Max Mesh Trees"
msgstr "最大网格树"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The maximum number of visible trees that will be represented as solid 3D meshes. Beyond this limit, trees will be replaced with billboards. For SpeedTree trees this parameter is controlled by the LOD group settings."
msgstr "表示为实体 3D 网格的可见树的最大数量。超出此限制时，树将被 billboards 取代。对于 SpeedTree 树，此参数由 LOD 组设置进行控制。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The speed of the wind as it blows grass."
msgstr "风吹草的速度。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The size of the 'ripples' on grassy areas as the wind blows over them."
msgstr "当风吹过时，草地上的 '涟漪' 的大小。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Bending"
msgstr "弯曲"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The degree to which grass objects are bent over by the wind."
msgstr "草对象被风吹弯的程度。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Grass Tint"
msgstr "草色彩"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Overall color tint applied to grass objects."
msgstr "应用于草对象的整体着色。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Compress Holes Texture"
msgstr "压缩孔洞纹理"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "If enabled, holes texture will be compressed at runtime if compression supported."
msgstr "如果启用此选项，则会在支持压缩的情况下在运行时压缩孔洞纹理。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Heightmap Resolution"
msgstr "高度贴图分辨率"

#: Modules/TerrainEditor/TerrainInspector.cs:1
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:1
msgid "33 x 33"
msgstr "33 x 33"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Pixels"
msgstr "像素"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "65 x 65"
msgstr "65 x 65"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "129 x 129"
msgstr "129 x 129"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "257 x 257"
msgstr "257 x 257"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "513 x 513"
msgstr "513 x 513"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "1025 x 1025"
msgstr "1025 x 1025"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "2049 x 2049"
msgstr "2049 x 2049"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "4097 x 4097"
msgstr "4097 x 4097"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Control Texture Resolution"
msgstr "控制纹理分辨率"

#: Modules/TerrainEditor/TerrainInspector.cs:1
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:1
msgid "16 x 16"
msgstr "16 x 16"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "32 x 32"
msgstr "32 x 32"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "64 x 64"
msgstr "64 x 64"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "128 x 128"
msgstr "128 x 128"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "256 x 256"
msgstr "256 x 256"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "512 x 512"
msgstr "512 x 512"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "1024 x 1024"
msgstr "1024 x 1024"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "2048 x 2048"
msgstr "2048 x 2048"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "4096 x 4096"
msgstr "4096 x 4096"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Base Texture Resolution"
msgstr "基础纹理分辨率"

#: Modules/TerrainEditor/TerrainInspector.cs:1
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:1
msgid "Terrain Settings"
msgstr "地形设置"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Assign"
msgstr "指定"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "This inspector tab is not the active Terrain inspector, paint functionality disabled."
msgstr "此检查器选项卡不是有效的“地形”检查器，已禁用绘制功能。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Activate this inspector"
msgstr "激活此检查器"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Trees"
msgstr "树"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The selected tree does not have an LOD group, so it will use the default impostor system and will not support rotation."
msgstr "所选树没有 LOD 组，因此它将使用默认的冒名顶替系统，并且不会支持旋转。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "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/TerrainInspector.cs:1
msgid "Details"
msgstr "细节"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Texture Resolutions (On Terrain Data)"
msgstr "纹理分辨率（关于地形数据）"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Require resampling on change"
msgstr "要求在更改时重新采样"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Basic Terrain"
msgstr "基础地形"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Tree & Detail Objects"
msgstr "树和细节对象"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Wind Settings for Grass (On Terrain Data)"
msgstr "草的风设置（关于地形数据）"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Mesh Resolution (On Terrain Data)"
msgstr "网格分辨率（关于地形数据）"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "You may reduce CPU draw call overhead by setting the detail resolution per patch as high as possible, relative to detail resolution."
msgstr "您可以通过将每个面片的细节分辨率设置得尽可能高（相对于细节分辨率）来减少 CPU 绘制调用开销。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Holes Settings (On Terrain Data)"
msgstr "孔洞设置（关于地形数据）"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The current render pipeline does not have all Detail shaders"
msgstr "当前渲染管线并不具有所有细节着色器"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "The current render pipeline does not support Detail shaders"
msgstr "当前渲染管线不支持细节着色器"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Can't use materials with shaders which need tangent geometry on terrain, use shaders in Nature/Terrain instead."
msgstr "不能在地形上使用着色器涉及切线几何的材质，请使用“自然/地形”中的着色器来替代。"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Terrain Width"
msgstr "地形宽度"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Terrain Length"
msgstr "地形长度"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Terrain Height"
msgstr "地形高度"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Detail Resolution Per Patch"
msgstr "每面片细节分辨率"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Detail Resolution"
msgstr "细节分辨率"

#: Modules/TerrainEditor/TerrainInspector.cs:1
msgid "Terrain editting is not supported in GLES2."
msgstr "GLES2 不支持地形编辑。"

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Terrain"
msgstr "地形"

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:1
msgid "TerrainEngineDetails"
msgstr "TerrainEngineDetails"

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:1
msgid "Add Grass Texture"
msgstr "添加草纹理"

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:1
msgid "Add Detail Mesh"
msgstr "添加细节网格"

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:1
msgid "TerrainEngineTrees"
msgstr "TerrainEngineTrees"

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:1
msgid "Add Tree"
msgstr "添加树"

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:1
msgid "Edit Tree"
msgstr "编辑树"

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:1
msgid "Remove Tree"
msgstr "移除树"

#: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1
msgid "Diffuse"
msgstr "漫反射"

#: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1
msgid "Depending on your terrain material type, the Alpha channel can be:\n\n  Built-in diffuse: Unused\n  Built-in specular: Gloss\n  Built-in standard or HDRP TerrainLit: Smoothness"
msgstr "根据地形材质类型，Alpha 通道可以是：\n\n  内置漫反射：未使用\n  内置镜面反射：光泽度\n  内置标准或 HDRP TerrainLit：平滑度"

#: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1
msgid "Depending on your terrain material type, the Alpha channel can be:\n\n  Built-in diffuse: Unused\n  Built-in specular: Gloss\n  Built-in standard: Smoothness\n  HDRP TerrainLit: Density"
msgstr "根据地形材质类型，Alpha 通道可以是：\n\n  内置漫反射：未使用\n  内置镜面反射：光泽度\n  内置标准：平滑度\n  或 HDRP TerrainLit：密度"

#: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1
msgid "Mask Map"
msgstr "遮罩贴图"

#: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1
msgid "HDRP TerrainLit shader uses this texture for:\n\n  R: Metallic\n  G: AO\n  B: Height\n  A: Smoothness (Diffuse Alpha becomes Density)\n\nCustom shaders can use this texture for whatever purpose."
msgstr "HDRP TerrainLit 着色器将此纹理用于：\n\n  R：金属度\n  G：AO\n  B：高度\n  A：平滑度（漫反射 Alpha 变为密度）\n\n自定义着色器可将此纹理用于任何目的。"

#: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1
msgid "The value when the texture channel is 0"
msgstr "纹理通道为 0 时的值"

#: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1
msgid "The value when the texture channel is 1"
msgstr "纹理通道为 1 时的值"

#: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1
msgid "Channel Remapping"
msgstr "通道重新映射"

#: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1
msgid "Normal Scale"
msgstr "正常比例"

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Terrain Layer"
msgstr "地形层"

#: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Terrain Layers"
msgstr "地形层"

#: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "No terrain layers founds. You can create a new terrain layer using the Asset/Create/Terrain Layer menu command."
msgstr "找不到地形层。可使用“资源/创建/地形层”菜单命令创建新的地形层。"

#: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Tiling Settings"
msgstr "平铺设置"

#: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Assign a tiling texture"
msgstr "分配平铺纹理"

#: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Texture wrap mode must be set to Repeat"
msgstr "纹理循环模式必须设置为“重复”"

#: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Texture must have mip maps"
msgstr "纹理必须具有 Mip 贴图"

#: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Normal texture should be imported as Normal Map"
msgstr "应将法线纹理导入为法线贴图"

#: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Edit Terrain Layers..."
msgstr "编辑地形层..."

#: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Allows adding / replacing or removing terrain layers"
msgstr "允许添加/替换或移除地形层"

#: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Tile Size"
msgstr "瓦片大小"

#: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Tile Offset"
msgstr "瓦片偏移"

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "TerrainLayers"
msgstr "TerrainLayers"

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Create Layer..."
msgstr "创建层..."

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Replace Layer..."
msgstr "替换层..."

#: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1
msgid "Remove layer"
msgstr "移除层"

#: Modules/TerrainEditor/Brush/BrushEditor.cs:1
msgid "Mask Texture"
msgstr "遮罩纹理"

#: Modules/TerrainEditor/Brush/BrushEditor.cs:1
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:1
msgid "Falloff Curve"
msgstr "衰减曲线"

#: Modules/TerrainEditor/Brush/BrushEditor.cs:1
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:1
msgid "Falloff Radius Scale"
msgstr "衰减半径缩放"

#: Modules/TerrainEditor/Brush/BrushEditor.cs:1
msgid "Controls the radius of the falloff curve."
msgstr "控制衰减曲线的半径。"

#: Modules/TerrainEditor/Brush/BrushEditor.cs:1
msgid "Brush Remap"
msgstr "画笔重新映射"

#: Modules/TerrainEditor/Brush/BrushEditor.cs:1
msgid "Remaps the grayscale values of the Brush"
msgstr "重新映射画笔的灰度值"

#: Modules/TerrainEditor/Brush/BrushEditor.cs:1
msgid "Brush Invert"
msgstr "画笔反转"

#: Modules/TerrainEditor/Brush/BrushEditor.cs:1
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:1
msgid "One or more selected Brushes are read-only."
msgstr "一个或多个选定的画笔是只读的。"

#: Modules/TerrainEditor/Brush/BrushEditor.cs:1
msgid "Invert Remap Range"
msgstr "反转重新映射范围"

#: [MenuItem]Modules/TerrainEditor/Brush/Brush.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Brush"
msgstr "画笔"

#: Modules/TerrainEditor/Brush/BrushList.cs:1
msgid "Brushes"
msgstr "笔刷"

#: Modules/TerrainEditor/Brush/BrushList.cs:1
msgid "No brushes defined."
msgstr "未定义画笔。"

#: Modules/TerrainEditor/Brush/BrushList.cs:1
msgid "Built-in brush"
msgstr "内置画笔"

#: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1
msgid "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:1
msgid "You can set the Height property manually or you can shift-click on the terrain to sample the height at the mouse position (rather like the 'eyedropper' tool in an image editor)."
msgstr "您可以手动设置“高度”属性，也可以在地形上按住 Shift 键并单击，对鼠标位置处的高度进行采样（就像图像编辑器中的 '吸管' 工具一样）。"

#: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1
msgid "Flatten Tile"
msgstr "展平瓦片"

#: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1
msgid "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:1
msgid "Flatten All"
msgstr "全部展平"

#: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1
msgid "If selected, it will traverse all neighbors and flatten them too"
msgstr "如果选择此项，则会遍历所有邻居并将它们展平"

#: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1
msgid "Left click to set the height.\n\nHold shift and left click to sample the target height."
msgstr "单击左键可以设置高度。\n\n按住 Shift 并单击左键可以为目标高度采样。"

#: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:1
msgid "Blur Direction"
msgstr "模糊方向"

#: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:1
msgid "Blur only up (1.0), only down (-1.0) or both (0.0)"
msgstr "仅向上 (1.0)、仅向下 (-1.0) 或双向 (0.0) 模糊"

#: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:1
msgid "Click to smooth the terrain height."
msgstr "单击以平滑地形高度。"

#: Modules/TerrainEditor/PaintTools/StampTool.cs:1
msgid "Stamp Height"
msgstr "标记高度"

#: Modules/TerrainEditor/PaintTools/StampTool.cs:1
msgid "You can set the Stamp Height manually or you can hold shift and mouse wheel on the terrain to adjust it."
msgstr "您可以手动设置“标记高度”，也可以在地形上按住 Shift 键和鼠标滚轮进行调整。"

#: Modules/TerrainEditor/PaintTools/StampTool.cs:1
msgid "Subtract"
msgstr "减去"

#: Modules/TerrainEditor/PaintTools/StampTool.cs:1
msgid "Subtract the stamp from the terrain."
msgstr "从地形中减去标记。"

#: Modules/TerrainEditor/PaintTools/StampTool.cs:1
msgid "Max <--> Add"
msgstr "最大值 <--> 添加"

#: Modules/TerrainEditor/PaintTools/StampTool.cs:1
msgid "Blend between adding the heights and taking the maximum."
msgstr "在添加高度与采用最大值之间混合。"

#: Modules/TerrainEditor/PaintTools/StampTool.cs:1
msgid "Left click to stamp the brush onto the terrain.\n\nHold control and mousewheel to adjust height.\nHold shift to invert the stamp."
msgstr "单击左键可以将画笔标记到地形上。\n\n按住 Control 和鼠标滚轮可以调整高度。\n按住 Shift 可以反转标记。"

#: Modules/TerrainEditor/PaintTools/PaintHeightTool.cs:1
msgid "Left click to raise.\n\nHold shift and left click to lower."
msgstr "单击左键可以提升。\n\n按住 Shift 并单击左键可以降低。"

#: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1
msgid "Fill Heightmap Using Neighbors"
msgstr "使用邻居填充高度贴图"

#: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1
msgid "If selected, it will fill heightmap of the new terrain performing cross blend of heightmaps of its neighbors."
msgstr "如果选择此项，则会填充新地形的高度贴图，从而执行其邻居的高度贴图的交叉混合。"

#: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1
msgid "Fill Heightmap Address Mode"
msgstr "填充高度贴图地址模式"

#: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1
msgid "Type of the terrain's neighbors sampling address mode."
msgstr "地形的邻居采样地址模式的类型。"

#: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1
msgid "Terrain tool property change"
msgstr "地形工具属性更改"

#: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1
msgid "Material to be used by TilemapRenderer"
msgstr "瓦片地图渲染器使用的材质"

#: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1
msgid "TilemapRenderer's interaction with a Sprite Mask"
msgstr "瓦片地图渲染器与一个“Sprite 遮罩”的交互"

#: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1
msgid "Detect Chunk Culling Bounds"
msgstr "检测块剔除边界"

#: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1
msgid "Chunk Culling Bounds"
msgstr "区块剔除边界"

#: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1
msgid "Invalid Matrix"
msgstr "无效的矩阵"

#: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1
msgid "No valid Position / Rotation / Scale components available for this matrix"
msgstr "此矩阵无有效“位置”/“旋转”/“缩放”组件可用"

#: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1
msgid "Preview of tile with attributes set"
msgstr "预览具有属性集的瓦片"

#: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1
msgid "Reset Matrix"
msgstr "重置矩阵"

#: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1
msgid "Sprite Editor"
msgstr "Sprite 编辑器"

#: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1
msgid "Collider Type"
msgstr "碰撞器类型"

#: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:1
msgid "Max Tile Change Count"
msgstr "最大瓦片更改计数"

#: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:1
msgid "Extrusion Factor"
msgstr "挤出因子"

#: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:1
msgid "Maximum Tile Change Count"
msgstr "最大瓦片更改计数"

#: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1
msgid "Animation Frame Rate"
msgstr "动画帧速率"

#: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1
msgid "Frame rate for playing animated tiles in the tilemap"
msgstr "在瓦片地图中播放动画瓦片的帧速率"

#: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1
msgid "Color tinting all Sprites from tiles in the tilemap"
msgstr "为瓦片地图中瓦片所有的 Sprites 着色"

#: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1
msgid "Tile Anchor"
msgstr "平铺锚"

#: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1
msgid "Anchoring position for Sprites from tiles in the tilemap"
msgstr "从瓦片地图的瓦片中锚定 Sprites 的位置"

#: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1
msgid "Orientation for tiles in the tilemap"
msgstr "瓦片地图中瓦片的朝向"

#: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1
msgid "Tilemap Color"
msgstr "瓦片地图颜色"

#: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1
msgid "Orientation Matrix"
msgstr "方向矩阵"

#: [MenuItem]Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1
msgid "Tilemap"
msgstr "瓦片地图"

#: [MenuItem]Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1
msgid "Refresh All Tiles"
msgstr "刷新所有瓦片"

#: [MenuItem]Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1
msgid "Compress Tilemap Bounds"
msgstr "压缩瓦片地图边界"

#: [MenuItem]Modules/TextCoreEditor/Managed/FontAssetCreationMenu.cs:1
msgid "FontAsset"
msgstr "FontAsset"

#: [MenuItem]Modules/TextCoreEditor/Managed/FontAssetCreationMenu.cs:1
msgid "TextCore"
msgstr "TextCore"

#: [MenuItem]Modules/TextCoreEditor/Managed/FontAssetCreationMenu.cs:1
msgid "Font Asset #%F12"
msgstr "字体资源 #%F12"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Atlas Population Mode_prop"
msgstr "图集填充模式_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Atlas Render Mode_prop"
msgstr "图集渲染模式_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Sampling Point Size_prop"
msgstr "采样点大小_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Atlas Padding_prop"
msgstr "图集填充_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Font_atlas_prop"
msgstr "Font_atlas_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Font_material_prop"
msgstr "Font_material_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Font_normal Style_prop"
msgstr "Font_normal Style_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Font_bold Style_prop"
msgstr "Font_bold Style_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Font_normal Spacing_prop"
msgstr "Font_normal Spacing_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Font_bold Spacing_prop"
msgstr "Font_bold Spacing_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Font_italic Style_prop"
msgstr "Font_italic Style_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Font_tab Size_prop"
msgstr "Font_tab Size_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Character Property"
msgstr "字符属性"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Glyph Property"
msgstr "字形属性"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Kerning Info"
msgstr "字距调整信息"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Kerning Pair_prop"
msgstr "字距调整对_prop"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Style Name"
msgstr "样式名称"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Point Size"
msgstr "磅值"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Line Height"
msgstr "行高"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Ascent Line"
msgstr "高线"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Cap Line"
msgstr "大写字母线"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Mean Line"
msgstr "等分线"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Baseline"
msgstr "基准线"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Descent Line"
msgstr "低线"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Underline Offset"
msgstr "下划线偏移"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Underline Thickness"
msgstr "下划线粗细"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Strikethrough Offset"
msgstr "删除线偏移"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Strikethrough Thickness"
msgstr "删除线粗细"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Superscript Offset"
msgstr "上标偏移"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Superscript Size"
msgstr "上标大小"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Subscript Offset"
msgstr "下标偏移"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Subscript Size"
msgstr "下标大小"

#: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1
msgid "Tab Width"
msgstr "制表符宽度"

#: [MenuItem]Modules/TextCoreEditor/Managed/TextSettingsCreationMenu.cs:1
msgid "Text Settings"
msgstr "文本设置"

#: [MenuItem]Modules/TextCoreEditor/Managed/SpriteAssetCreationMenu.cs:1
msgid "TextSpriteAsset"
msgstr "TextSpriteAsset"

#: [MenuItem]Modules/TextCoreEditor/Managed/SpriteAssetCreationMenu.cs:1
msgid "Add Default Material"
msgstr "添加默认材质"

#: [MenuItem]Modules/TextCoreEditor/Managed/SpriteAssetCreationMenu.cs:1
msgid "Update Sprite Asset"
msgstr "更新精灵资源"

#: [MenuItem]Modules/TextCoreEditor/Managed/SpriteAssetCreationMenu.cs:1
msgid "Sprite Asset"
msgstr "精灵资源"

#: Modules/ShortcutManagerEditor/DeleteShortcutProfileWindow.cs:1
msgid "Delete Profile"
msgstr "删除配置文件"

#: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1
msgid "The binding \"{0}\" conflicts with multiple commands."
msgstr "绑定 \"{0}\" 与多个命令冲突。"

#: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1
msgid "You can choose to perform a single command, rebind the shortcut to the selected command, or resolve the conflict in the Shortcut Manager."
msgstr "您可以选择执行单个命令，将快捷方式重新绑定到所选命令，或者在快捷方式管理器中解决冲突。"

#: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1
msgid "Perform Selected"
msgstr "执行选定项"

#: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1
msgid "Rebind Selected"
msgstr "重新绑定选定项"

#: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1
msgid "Shortcut Conflict"
msgstr "快捷方式冲突"

#: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1
msgid "Rebind to selected command"
msgstr "重新绑定到选定命令"

#: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1
msgid "Select a command to perform:"
msgstr "选择要执行的命令："

#: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1
msgid "Resolve Conflict..."
msgstr "解决冲突..."

#: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:1
msgid "All Unity Commands"
msgstr "所有 Unity 命令"

#: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:1
msgid "Binding Conflicts"
msgstr "绑定冲突"

#: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:1
msgid "Main Menu"
msgstr "主菜单"

#: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1
msgid "Fill Material"
msgstr "填充材质"

#: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1
msgid "Fill Material to be used by SpriteShapeRenderer"
msgstr "SpriteShapeRenderer 使用的填充材质"

#: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1
msgid "Edge Material"
msgstr "边缘材质"

#: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1
msgid "Edge Material to be used by SpriteShapeRenderer"
msgstr "SpriteShapeRenderer 使用的边缘材质"

#: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1
msgid "Material does not have a _MainTex texture property. It is required for SpriteShapeRenderer."
msgstr "材质没有 _MainTex 纹理属性。SpriteShapeRenderer 需要此属性。"

#: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1
msgid "Material texture property _MainTex has offset/scale set. It is incompatible with SpriteShapeRenderer."
msgstr "材质纹理属性 _MainTex 设置了偏移/缩放。此设置与 SpriteShapeRenderer 不兼容。"

#: Modules/XREditor/XRManagementInstaller.cs:1
msgid "Install XR Plugin Management"
msgstr "安装 XR 插件管理"

#: [MenuItem]Modules/BuildPipeline/Tests/EditorTests/AssetBundleBuildPipeline/Assets/btag/Editor/CreateMeshWithVertexColor.cs:1
msgid "Tests"
msgstr "测试"

#: [MenuItem]Modules/BuildPipeline/Tests/EditorTests/AssetBundleBuildPipeline/Assets/btag/Editor/CreateMeshWithVertexColor.cs:1
msgid "CreateBuildTagTestAssets"
msgstr "CreateBuildTagTestAssets"

#: [MenuItem]Modules/BuildPipeline/Tests/EditorTests/AssetBundleBuildPipeline/Assets/Editor/AssetBundleUtilities.cs:1
msgid "Utilities"
msgstr "实用工具"

#: [MenuItem]Modules/BuildPipeline/Tests/EditorTests/AssetBundleBuildPipeline/Assets/Editor/AssetBundleUtilities.cs:1
msgid "Print Selected Asset Details"
msgstr "打印所选资源详情"

#: [MenuItem]Modules/BuildPipeline/Tests/EditorTests/AssetBundleBuildPipeline/Assets/Editor/AssetBundleUtilities.cs:1
msgid "Build Asset Bundles via Build Pipeline"
msgstr "通过 Build Pipeline 生成Asset Bundles"

#: [MenuItem]Modules/BuildPipeline/Tests/EditorTests/AssetBundleBuildPipeline/Assets/Editor/AssetBundleUtilities.cs:1
msgid "Copy Asset Path"
msgstr "复制资源路径"

#: Modules/VFXEditor/Public/VisualEffectEditorDefault.cs:1
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:1
msgid "Example Field"
msgstr "示例字段"

#: Modules/PresetsEditor/PresetManagerEditor.cs:1
msgid "Preset management"
msgstr "预设管理"

#: Modules/PresetsEditor/PresetManagerEditor.cs:1
msgid "Add Default Preset"
msgstr "添加默认预设"

#: Modules/PresetsEditor/PresetSelector.cs:1
msgid "Select Preset"
msgstr "选择预设"

#: Modules/PresetsEditor/PresetEditor.cs:1
msgid "Preset Type"
msgstr "预设类型"

#: Modules/PresetsEditor/PresetEditor.cs:1
msgid "The Object type this Preset can be applied to."
msgstr "可以应用此“预设”的“对象”类型。"

#: Modules/PresetsEditor/PresetEditor.cs:1
msgid "Add to {0} default"
msgstr "添加到 {0} 默认值"

#: Modules/PresetsEditor/PresetEditor.cs:1
msgid "The Preset will be added first in the default list with an empty filter."
msgstr "预设将首先添加到默认值列表中，并附带一个空的过滤器。"

#: Modules/PresetsEditor/PresetEditor.cs:1
msgid "Remove from {0} default"
msgstr "从 {0} 默认值中移除"

#: Modules/PresetsEditor/PresetEditor.cs:1
msgid "All entry using this Preset will be removed from the default list."
msgstr "所有使用此预设的条目都将从默认值列表中移除。"

#: Modules/PresetsEditor/PresetEditor.cs:1
msgid "Include Property"
msgstr "包含属性"

#: Modules/PresetsEditor/PresetEditor.cs:1
msgid "Exclude Property"
msgstr "排除属性"

#: [MenuItem]Modules/PresetsEditor/PresetEditor.cs:1
msgid "Preset"
msgstr "预设"

#: [MenuItem]Modules/PresetsEditor/PresetEditor.cs:1
msgid "Exclude all properties"
msgstr "排除所有属性"

#: [MenuItem]Modules/PresetsEditor/PresetEditor.cs:1
msgid "Include all properties"
msgstr "包含所有属性"

#: Modules/PresetsEditor/AddPresetTypeWindow/AddPresetTypeDataSource.cs:1
msgid "Add Default Type"
msgstr "添加默认类型"

#: Modules/PresetsEditor/AddPresetTypeWindow/AddPresetTypeDataSource.cs:1
msgid "ScriptableObject"
msgstr "ScriptableObject"

#: PlatformDependent/Lumin/Editor/Managed/Extensions/LuminBuildWindowEditorExtension.cs:1
msgid "The Lumin SDK has not been configured. Please set the Lumin SDK path in the External Tools section of the Preferences menu."
msgstr "尚未配置 Lumin SDK。请在“首选项”菜单的“外部工具”部分中设置 Lumin SDK 路径。"

#: PlatformDependent/Lumin/Editor/Managed/Extensions/LuminBuildWindowEditorExtension.cs:1
msgid "Build Type"
msgstr "生成类型"

#: PlatformDependent/Lumin/Editor/Managed/Extensions/LuminPreferenceWindowExtension.cs:1
msgid "Lumin SDK not found"
msgstr "未找到 Lumin SDK"

#: PlatformDependent/Lumin/Editor/Managed/Extensions/LuminPreferenceWindowExtension.cs:1
msgid "Lumin"
msgstr "Lumin"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1
msgid "Xcode Default Settings"
msgstr "Xcode 默认设置"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1
msgid "All of these settings can be overridden in the Player Settings panel"
msgstr "可以在“播放器设置”面板中覆盖所有这些设置"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1
msgid "Automatically Sign"
msgstr "自动签名"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1
msgid "Can be overridden in Player Settings"
msgstr "可以在“播放器设置”中覆盖"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1
msgid "Signing Team Id:"
msgstr "签署团队 Id："

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1
msgid "iOS Manual Provisioning Profile"
msgstr "iOS 手动配置文件"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1
msgid "tvOS Manual Provisioning Profile"
msgstr "tvOS 手动配置文件"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSTextureImportSettings.cs:1
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:1
msgid "Add to Embedded Binaries"
msgstr "添加至嵌入式二进制文件"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:1
msgid "Only necessary if plugin contains dynamic libraries or any assets and resources that need to be accessible in runtime"
msgstr "仅当插件包含动态库或需要在运行时可访问的任何资源时才是必须的"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:1
msgid "Compile flags"
msgstr "编译标志"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Configured variant names"
msgstr "配置变体名"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Variant map for app slicing"
msgstr "应用程序切片变体映射"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Custom value"
msgstr "自定义值"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Custom XIB"
msgstr "自定义 XIB"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Custom Storyboard"
msgstr "自定义故事板"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Check this to allow Xcode to Automatically sign your build."
msgstr "选中此项，以便允许 Xcode 自动标记您的版本。"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Signing Team ID"
msgstr "签署团队 ID"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Version*"
msgstr "版本*"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "'CFBundleShortVersionString'"
msgstr "'CFBundleShortVersionString'"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Requires ARKit support "
msgstr "需要 ARKit 支持"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid " Restricts the app to iPhone 6s/iOS 11 or newer"
msgstr "将应用程序限制到 iPhone 6s/iOS 11 或更新版本"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Automatically add capabilities"
msgstr "自动添加功能"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Generates an entitlements plist file and adds capabilities for iOS APIs implemented in Unity if they are required (such as Game Center or Notifications"
msgstr "生成权利 plist 文件，并为 Unity 中实现的 iOS API 添加功能（如果需要，如游戏中心或通知）"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Defer system gestures on edges "
msgstr "延迟系统边缘手势"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid " A second swipe is required to enact system gesture"
msgstr "需要进行第二次滑动以制定系统手势"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Enable Custom Background Behaviors"
msgstr "启用自定义后台行为"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
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:1
msgid "Portrait Image "
msgstr "纵向图像"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid " Use only advanced type textures"
msgstr "仅使用高级类型的纹理"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Landscape Image "
msgstr "横向图像"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Image "
msgstr "图像"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Size in points "
msgstr "点大小"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid " Vertical in both portrait and landscape"
msgstr "直屏与横屏时均垂直"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid " Horizontal in portrait, vertical in landscape"
msgstr "直屏时水平，横屏时垂直"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Fill percentage "
msgstr "填充百分比"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "iOS Provisioning Profile"
msgstr "iOS 配置文件"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Fixed DPI"
msgstr "固定 DPI"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Resolution Scaling"
msgstr "分辨率缩放"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "ARKit requires iOS 11 or newer. Please set 'Target minimum iOS version' to at least 11.0"
msgstr "ARKit 要求 iOS 11 或更高版本。请将“目标最低 iOS 版本”设置为至少 11.0"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Target SDK"
msgstr "目标 SDK"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Enable ProMotion Support"
msgstr "启用 ProMotion 支持"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Hide home button on iPhone X"
msgstr "隐藏 iPhone X 上的 home 按钮"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Render Extra Frame on Pause"
msgstr "暂停时渲染额外帧"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Variant settings"
msgstr "变体设置"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Add custom entry"
msgstr "添加自定义条目"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "None (Deprecated)"
msgstr "无（已弃用）"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Image and background (relative size)"
msgstr "图像和背景（相对大小）"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Image and background (constant size)"
msgstr "图像和背景（恒定大小）"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Launch Images are no longer supported by Apple. Default Launch Screen will be used instead"
msgstr "Apple 不再支持启动图像。因此将改用默认启动屏幕"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Launch screen type"
msgstr "启动屏幕类型"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "iPhone Launch Screen"
msgstr "iPhone 启动屏幕"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "iPad Launch Screen"
msgstr "iPad 启动屏幕"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Target minimum iOS Version"
msgstr "目标最小 iOS 版本"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Enable Pro Motion"
msgstr "启用专业动作"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Require AR Kit"
msgstr "要求 AR 工具包"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Automatically Detect And Add Capabilities"
msgstr "自动检测并添加功能"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Render Extra Frame On Pause"
msgstr "暂停时渲染额外帧"

#: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1
msgid "Use Custom App Background Behavior"
msgstr "使用自定义应用程序后台行为"

#: PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:1
msgid "In order to build the Xcode project go to 'Player Settings...' to resolve the incompatibility between the ARKit and the minimum iOS version."
msgstr "为了生成 Xcode 项目，请到“播放器设置...”中解决 ARKit 与最低 iOS 版本之间的不兼容问题。"

#: PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:1
msgid "Support for Metal on the Simulator requires Xcode 11 and MacOS 10.15"
msgstr "在模拟器上对 Metal 的支持需要 Xcode 11 和 MacOS 10.15"

#: PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:1
msgid "Symlink Unity libraries"
msgstr "符号链接 Unity 库"

#: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:1
msgid "(Custom)"
msgstr "（自定义）"

#: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:1
msgid "(custom) "
msgstr "（自定义）"

#: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:1
msgid "No requirements"
msgstr "没有要求"

#: PlatformDependent/iPhonePlayer/Extensions/Common/Utils.cs:1
msgid "String Property"
msgstr "字符串属性"

#: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1
msgid "ARM64"
msgstr "ARM64"

#: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1
msgid "Run in Xcode as"
msgstr "在 Xcode 中运行，作为"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Enable Android Banner"
msgstr "启用 Android 横幅"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "If enabled, android banner will be added to the APK resources"
msgstr "如果启用，android 横幅将被添加到 APK 资源中。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Bundle Version Code"
msgstr "资源包版本代码"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Should be less than 100000 for split APKs to generate valid version codes."
msgstr "分割 APKs 应小于100000，以生成有效的版本代码。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Target Architectures"
msgstr "目标架构"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "List supported CPU architectures"
msgstr "列出支持的 CPU 架构"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "ARMv7"
msgstr "ARMv7"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "32-bit ARM architecture"
msgstr "32 位 ARM 架构"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "64-bit ARM architecture (not supported on Mono)"
msgstr "64 位 ARM 架构（Mono 不支持）"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Split APKs by target architecture (Experimental)"
msgstr "按目标架构拆分 APKs（实验功能）"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Create separate APK for each CPU architecture"
msgstr "为每个 CPU 架构创建单独的 APK"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Game"
msgstr "Android 游戏"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "If enabled, built APK will be marked as a game rather than a regular app"
msgstr "如果启用，生成的 APK 将被标记为游戏而非常规 app"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Split Application Binary"
msgstr "分割动画二进制"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Split application binary into expansion files\n(use only with Google Play Store if larger than 100 MB)"
msgstr "将应用程序二进制文件拆分为扩展文件\n（如果大于 100 MB，则仅用于 Google Play 商店）"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Static Splash Image"
msgstr "静态启动图像"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "This image will be shown while the engine is loading"
msgstr "引擎加载时将显示此图像"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android TV Compatibility"
msgstr "Android TV 兼容性"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Check the game for Android TV compatibility, update the manifest if needed"
msgstr "检查游戏与 Android TV 的兼容性；如有需要，更新清单"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Write Permission"
msgstr "写入权限"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Since Android KITKAT writing to external cache and persistent data paths doesn't require write external permission."
msgstr "由于 Android KITKAT 写入外部缓存和持久数据路径不需要写入外部权限。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Minify"
msgstr "缩小"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "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:1
msgid "Use R8"
msgstr "使用 R8"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Enable to use R8 to minify java code. Disable to use Proguard instead. Both tools use Proguard configuration files."
msgstr "启用此项可以使用 R8 来缩小 java 代码。禁用此项将改用 Proguard。两种工具都使用 Proguard 配置文件。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Custom Main Manifest"
msgstr "自定义主要清单"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
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:1
msgid "Custom Launcher Manifest"
msgstr "自定义启动器清单"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
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:1
msgid "Custom Main Gradle Template"
msgstr "自定义主要 Gradle 模板"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Use if you need to tweak the Gradle build process by providing your own changes to the 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:1
msgid "Custom Launcher Gradle Template"
msgstr "自定义启动器 Gradle 模板"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Use if you need to tweak the Gradle build process by providing your own changes to the 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:1
msgid "Custom Base Gradle Template"
msgstr "自定义基础 Gradle 模板"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Use if you need to tweak the Gradle build process by providing your own changes to the 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:1
msgid "Custom Gradle Properties Template"
msgstr "自定义 Gradle 属性模板"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Use if you need to tweak the Gradle build process by providing your own changes to the gradle 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:1
msgid "Blit Type"
msgstr "Blit 类型"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Allows you to choose whether to choose a faster (Never) or more compatible (Always) screen blit technique."
msgstr "允许您选择更快（“从不”）亦或更兼容（“始终”）屏幕 blit 技术。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Aspect Ratio Mode"
msgstr "宽高比模式"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Allows to support super widescreen devices"
msgstr "允许支持超宽屏设备"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Filter Touches When Obscured"
msgstr "遮挡时过滤触摸"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Discard touches that are received when another visible window is covering the Unity application. Prevents tapjacking."
msgstr "放弃当另一个可见窗口覆盖 Unity 应用程序时收到的触摸。防止按键劫持。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Sustained Performance Mode"
msgstr "持续性能模式"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Set a predictable, consistent level of device performance over longer periods of time without thermal throttling; suitable for long-running apps. Please note that the overall performance level may be lower than in the normal mode."
msgstr "设置没有热量限制的且较长时间内可预测的、一致的设备性能水平；适合长期运行的应用程序。请注意，整体性能水平可能低于正常模式的性能水平。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Low Accuracy Location"
msgstr "低精度定位"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "ACCESS_FINE_LOCATION permission is automatically added to the android manifest when location APIs are called from the script. Enable this checkbox to add ACCESS_COARSE_LOCATION permission instead. Make sure your scripts call LocationService.Start() with low accuracy values when this is selected."
msgstr "当从脚本调用 location APIs 时，ACCESS_FINE_LOCATION 权限会自动添加到 android 清单中。启用该复选框添加 ACCESS_COARSE_LOCATION 权限。请确保选中该复选框后，脚本调用使用低精度值的 LocationService.Start()。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Start in fullscreen mode"
msgstr "全屏模式启动"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "If not set, navigation bar will be shown during splash screen or first scene loading."
msgstr "如果未设置，则在启动画面时或第一次加载场景期间将显示导航栏。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Render outside safe area"
msgstr "渲染外部安全区域"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Enable this option to utilize all available screen space and allow rendering into display cutout (notch) area."
msgstr "启用此选项可利用所有可用的屏幕空间并允许渲染到显示切口（凹口）区域。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Optimized Frame Pacing"
msgstr "优化的帧节奏调整"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Frame pacing delivers consistency of frame rate by enabling frames to be distributed with less variance between them, creating smoother gameplay."
msgstr "帧节奏调整通过在分发帧时减小帧之间的差异来确保帧率的一致性，从而实现更流畅的游戏体验。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Warn about App Bundle size"
msgstr "警告应用程序资源包大小"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Only when building release App Bundle"
msgstr "仅在生成发行版的应用程序资源包时"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "App Bundle size threshold"
msgstr "应用程序资源包大小阈值"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Value in megabytes"
msgstr "以兆字节 (MB) 为单位的值"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Target Pixel Density ({0}-{1})"
msgstr "目标像素密度({0}-{1})"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Alias"
msgstr "别名"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Select..."
msgstr "选择..."

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Keystore Manager..."
msgstr "密钥库管理器..."

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Custom Keystore"
msgstr "自定义密钥库"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "The application will be signed with a debug key"
msgstr "应用程序将使用调试密钥进行签名"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Select Keystore..."
msgstr "选择密钥库..."

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Development Keystore"
msgstr "开发密钥库"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Split APKs is disabled when building Android AppBundle"
msgstr "生成 Android AppBundle 时禁用“拆分 APK”"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Enter password."
msgstr "输入密码。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Image"
msgstr "图像"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Install Location"
msgstr "安装位置"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Internet Access"
msgstr "互联网访问"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Project Key"
msgstr "项目密钥"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Project Keystore"
msgstr "项目密钥库"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Minimum API Level"
msgstr "最低 API 级别"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Target API Level"
msgstr "目标 API 级别"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Getting API levels..."
msgstr "正在获取 API 级别..."

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Open existing keystore..."
msgstr "打开现有的密钥库..."

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Password must be at least 6 characters."
msgstr "密码必须至少 6 个字符。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Wrong password"
msgstr "密码错误"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Scaling"
msgstr "缩放"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Split Application Binary is disabled when building Android AppBundle"
msgstr "生成 Android AppBundle 时禁用“拆分应用程序二进制文件”"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Custom Proguard File"
msgstr "自定义 Proguard 文件"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Changed Android package field"
msgstr "变更的 Android 包字段"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Package Name"
msgstr "包名"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Supported Aspect Ratio"
msgstr "支持的纵横比"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Up To"
msgstr "取决于"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Adaptive Icons require API level 26, in Player Settings please set 'Target API Level' to at least 26 (or install Android 8.0 SDK if it's set to 'Automatic') if you would like to use them."
msgstr "自适应图标需要 API 级别 26。在播放器设置中，请将“目标 API 级别”设置为 26 或更高（设置为“自动”时请安装 Android 8.0 SDK）。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Round Icons require API level 25, in Player Settings please set 'Target API Level' to at least 25 (or install Android 7.1 SDK if it's set to 'Automatic') if you would like to use them."
msgstr "圆形图标需要 API 级别为 25；如果您想使用圆形图标，请在“播放器设置”中将“目标 API 级别”设置为至少 25（如果设置为“自动”，则需要安装 Android 7.1 SDK）。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Adaptive Icons are not set up correctly. Make sure that there is at least one icon with both a background and a foreground layer set."
msgstr "自适应图标设置不正确。请确保至少有一个图标同时设置了背景和前景图层。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Apply display rotation during rendering"
msgstr "在渲染期间应用显示旋转"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Require"
msgstr "要求"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Max Aspect Ratio"
msgstr "最大纵横比"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Use Custom Keystore"
msgstr "使用自定义密钥库"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Android Minify With R8"
msgstr "Android 缩小，使用 R8"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Use Custom File"
msgstr "使用自定义文件"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Enable Sustained Performance Mode"
msgstr "启用持续性能模式"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Use Low Accuracy Location"
msgstr "使用低精度位置"

#: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1
msgid "Vulkan Pre Transform"
msgstr "Vulkan 预变换"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Android SDK and/or JDK directory is not set"
msgstr "未设置 Android SDK 和/或 JDK 目录"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "To set Android SDK and/or JDK directory go to Edit -> Preferences... -> External Tools -> Android SDK/JDK"
msgstr "要设置 Android SDK 和/或 JDK 目录，请转到“编辑”->“首选项...”->“外部工具”-> Android SDK / JDK"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Platform tools not found in Android SDK"
msgstr "Android SDK 中未找到平台工具"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Make sure you have platform tools installed in your Android SDK"
msgstr "确保您的 Android SDK 中安装了平台工具"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Create symbols.zip"
msgstr "创建 symbols.zip"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
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:1
msgid "Symlink Sources"
msgstr "符号链接源"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Directly reference java or kotlin sources from Unity project instead of copying them"
msgstr "直接从 Unity 项目引用 java 或 kotlin 源代码而不是复制它们"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Build System"
msgstr "生成系统"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Export Project"
msgstr "导出项目"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Build App Bundle (Google Play)"
msgstr "生成应用程序资源包 (Google Play)"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "ETC2 fallback"
msgstr "ETC2 回退"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Run Device"
msgstr "运行设备"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Fetching connected devices..."
msgstr "正在获取连接的设备..."

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Default device"
msgstr "默认设备"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "All compatible devices"
msgstr "所有兼容设备"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Don't override"
msgstr "不覆盖"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "ETC (default)"
msgstr "ETC（默认）"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "ETC2 (GLES 3.0)"
msgstr "ETC2 (GLES 3.0)"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "ASTC"
msgstr "ASTC"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "DXT (Tegra)"
msgstr "DXT （Tegra）"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "PVRTC (PowerVR)"
msgstr "PVRTC （PowerVR）"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "32-bit"
msgstr "32 位"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "16-bit"
msgstr "16 位"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "32-bit, half resolution"
msgstr "32 位，半分辨率"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Patch"
msgstr "修补"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1
msgid "Patch And Run"
msgstr "修补和运行"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:1
msgid "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/AndroidTextureImportSettingsExtension.cs:1
msgid "Override ETC2 fallback"
msgstr "覆盖 ETC2 回退"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:1
msgid "Use build settings"
msgstr "使用 build 设置"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:1
msgid "32-bit (half resolution)"
msgstr "32 位（半分辨率）"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1
msgid "Maximum JVM heap size, Mbytes"
msgstr "最大 JVM 堆大小（兆字节）"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1
msgid "Determines the maximum java heap size (in megabytes) that will be used for building (Min value 128). Increase this value if you experience heap space errors."
msgstr "确定要用于构建的最大 Java 堆大小（以兆字节为单位）（最小值 128）。如果遇到堆空间错误，请增大此值。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1
msgid "Stop Gradle daemons on exit"
msgstr "退出时停止 Gradle 守护进程"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1
msgid "If checked, all Gradle daemons will be stopped when closing the editor."
msgstr "如果选中，则会在关闭编辑器时停止所有 Gradle 守护进程。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1
msgid "Android"
msgstr "Android"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Keystore Manager"
msgstr "密钥库管理器"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Create a new keystore with a new key or add a new key to an existing keystore"
msgstr "使用新密钥创建新密钥库，或将新密钥添加到现有密钥库"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "New Key Values"
msgstr "新密钥值"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Existing Keys"
msgstr "现有密钥"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Keystore..."
msgstr "密钥库..."

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Create New/Anywhere..."
msgstr "创建新的/任何位置..."

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Create New/In Dedicated Location..."
msgstr "创建新的/在专用位置..."

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Load Keys"
msgstr "加载密钥"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Load Existing Keys"
msgstr "加载现有密钥"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Select keystore location."
msgstr "选择密钥库位置。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Enter alias for your new key."
msgstr "为新密钥输入别名。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "The entered alias already exists in this keystore."
msgstr "输入的别名已经存在于此密钥库中。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Enter keystore password."
msgstr "输入密钥库密码。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Enter key password."
msgstr "输入密钥密码。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Keystore password must be at least 6 characters."
msgstr "密钥库密码必须至少 6 个字符。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Key password must be at least 6 characters."
msgstr "密钥密码必须至少 6 个字符。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Confirm keystore password."
msgstr "确认密钥库密码。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Confirm key password."
msgstr "确认密钥密码。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Keystore passwords don't match."
msgstr "密钥库密码不匹配。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Cannot load keys. Make sure keystore password is correct."
msgstr "无法加载密钥。请确保密钥库密码正确无误。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Key passwords don't match."
msgstr "密钥密码不匹配。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Enter key validity time."
msgstr "输入密钥的有效时间。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "Maximum validity time is 1000 years."
msgstr "最长有效时间为 1000 年。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "At least one Certificate issuer field is required."
msgstr "至少需要一个证书发布者字段。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1
msgid "A 25 years validity time is recommended."
msgstr "推荐有效期为 25 年。"

#: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidNDKTools.cs:1
msgid "Android NDK not found or invalid. Please, fix it in Preferences -> External Tools"
msgstr "Android NDK 未找到或无效。请在“首选项”>“外部工具”中将其修复"

#: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidSDKTools.cs:1
msgid "Android SDK not found or invalid. Please, fix it in Preferences -> External Tools"
msgstr "Android SDK 未找到或无效。请在“首选项”>“外部工具”中将其修复"

#: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidJavaTools.cs:1
msgid "Java Development Kit (JDK) directory is not set or invalid. Please, fix it in Preferences -> External Tools"
msgstr "Java 开发工具包 (JDK) 目录未设置或无效。请在“首选项”>“外部工具”中将其修复"

#: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneLocalization.cs:1
msgid "XboxOne"
msgstr "XboxOne"

#: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneLocalization.cs:1
msgid "Build\\u2215Rebuild Localization Project"
msgstr "Build\\u2215重新构建本地化项目"

#: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneQuickLinks.cs:1
msgid "Resources"
msgstr "资源"

#: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneQuickLinks.cs:1
msgid "GDNP"
msgstr "GDNP"

#: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneQuickLinks.cs:1
msgid "Xbox Dev Portal"
msgstr "Xbox Dev Portal"

#: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneQuickLinks.cs:1
msgid "Xbox Developer Insights"
msgstr "Xbox Developer Insights"

#: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneQuickLinks.cs:1
msgid "Save Log File..."
msgstr "保存日志文件..."

#: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneQuickLinks.cs:1
msgid "Open Log File"
msgstr "打开日志文件"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Application Manifest|These options are used to define the generated Application AppxManifest.xml file and control how Unity builds your application."
msgstr "应用程序清单|这些选项用于定义生成的应用程序 AppxManifest.xml 文件，并控制 Unity 如何生成您的应用程序。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Browse"
msgstr "浏览"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Title ID"
msgstr "标题 ID"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Title ID from XDP"
msgstr "XDP 的标题 ID"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Service Config ID"
msgstr "服务配置 ID"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Service Configurations from XDP"
msgstr "XDP 的服务配置"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Version Number"
msgstr "版本号"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Title's version number'"
msgstr "标题的版本号'"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Enable GPU Variability"
msgstr "启用 GPU 可变性"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Title will have increased GPU allocation, but developer is responsible for dealing with variable GPU when the OS requires additional resources."
msgstr "标题将增加 GPU 分配，但当 OS 需要额外资源时，开发者需要负责处理可变的 GPU。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Enable 7th core"
msgstr "启用第 7 个核心"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "This requires Kinect to be disabled."
msgstr "需要禁用 Kinect。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Persistent Local Storage"
msgstr "持久本地存储"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Amount of space to reserve for persistent local storage, 0 means no PLS at all. Range 256...4096"
msgstr "为持久本地存储保留的空间量，0 表示根本没有 PLS。范围 256...4096"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Allow LTCG type system optimizations"
msgstr "允许 LTCG 类型系统优化"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Applies to LTCG builds, configured when C++ compiler configuration is set to Master. When selected it enables type system optimizations (warning: this can result in long build times, disabled by default with the option '/d2:-notypeopt' being passed to the linker)"
msgstr "适用于当 C++ 编译器配置设置为“主”时配置的 LTCG 生成。选择此选项后将启用类型系统优化（警告：这可能会导致构建时间延长，默认情况下会禁用此选项，而将选项“/d2:-notypeopt”传递给链接器）"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Enable sampling for PIX (Only for Development builds)"
msgstr "启用 PIX 采样（仅适用于开发构建）"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Only available for Development builds, this option enables sampling support for PIX"
msgstr "此选项仅适用于开发构建，可用于启用 PIX 采样支持。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Disable ESRAM Usage"
msgstr "禁用 ESRAM 用途"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Present Threshold"
msgstr "当前阈值"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "The immediate threshold for presenting, as a percentage (from 0 to 100) of screen coverage in scanlines."
msgstr "显示的直接阈值；该值为扫描线中屏幕覆盖率的百分比（从0到100）。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Allowed Products"
msgstr "允许产品"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Allowed products is a list of ProductIds that have permission to load this piece of DLC. ProductIds are assigned at packaging time to each application. By default, when testing, your game will have a PID with all 0s. This is sufficient for testing, but your DLC code may find products other than your DLC, you must be careful when mounting your DLC to only mount products created by you."
msgstr "允许产品指的是有权加载此 DLC 的 ProductIds 列表。ProductIds 是在包装时分配给每个应用程序的。默认情况下，您的游戏在测试时会有一个全 0 的 PID。对测试来说，这样就足够了，但是您的 DLC 代码可能会查找您的 DLC 之外的产品，因此您在安装 DLC 时必须小心，只能安装您自己创建的产品。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "This will remove this ProductId from the list of applications that are allowed to load this piece of content."
msgstr "该选项将从允许加载此内容的应用程序列表中删除此 ProductId。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "This will add this ProductId to the list of products that are allowed to load this piece of content."
msgstr "该选项会将此 ProductId 添加到允许加载此内容的产品列表中。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Override Identity Name"
msgstr "覆盖身份名称"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Override Identity Publisher"
msgstr "覆盖 Identity Publisher"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Package Encryption"
msgstr "数据包加密"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Update Granularity"
msgstr "更新粒度"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Product ID"
msgstr "产品 ID"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Product Description"
msgstr "产品描述"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Content ID"
msgstr "内容 ID"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Get Log"
msgstr "获取日志"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One S Resolution"
msgstr "Xbox One S 分辨率"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One X Resolution"
msgstr "Xbox One X 分辨率"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Mono Logging Level"
msgstr "Mono 记录等级"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Critical"
msgstr "关键"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Warnings"
msgstr "警告"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Messages"
msgstr "消息"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Informative Messages"
msgstr "信息性消息"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Full Debug"
msgstr "完全调试"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Developer Console"
msgstr "开发者控制台"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Show Everything"
msgstr "显示全部"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Warnings and Errors"
msgstr "警告和错误"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Errors Only"
msgstr "仅错误"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Content Package"
msgstr "内容包"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Content Package"
msgstr "Xbox One 内容包"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One SC Id"
msgstr "Xbox One SC ID"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Gpu Availability"
msgstr "Xbox One GPU 可用性"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Enable 7th Core"
msgstr "Xbox One 启用第 7 个核心"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Persistent Local Storage"
msgstr "Xbox One 持久化本地存储"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Encryption"
msgstr "Xbox One 加密"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Update Granularity"
msgstr "Xbox One 更新粒度"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneSettingsEditorExtension.cs:1
msgid "Xbox One Enable PIX Sampling"
msgstr "Xbox One 启用 PIX 采样"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "The name to associate with this socket"
msgstr "与此套接字关联的名称"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Bound Port number for this socket"
msgstr "此套接字的绑定端口号"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Manage Socket Definition"
msgstr "管理套接字定义"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Secure Device Socket Description"
msgstr "安全设备套接字描述"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Allowed Usage"
msgstr "允许用途"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Secure Device Association Template (optional)"
msgstr "安全设备关联模板（可选）"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Multiplayer Requirement"
msgstr "多人游戏要求"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Name is a required field."
msgstr "名称是必填字段。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Port is a required field. It must be either a number (0-65535) or a range (6000-6010) and cannot contain an Xbox One Reserved Port."
msgstr "端口是必填字段。它必须是一个数 (0-65535) 或者一个范围 (6000-6010)，且不能使用 Xbox One 的预留端口。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "One or more Allowed Usages must be specified."
msgstr "必须指定一个或多个允许的使用率。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Template Name is a required field."
msgstr "模板名称是一个必需的字段。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "At least one device usage must be selected."
msgstr "必选选择至少一个设备使用率。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Cannot combine Default/All Device usage with any usage."
msgstr "不能将“默认/所有设备”使用和任意使用进行组合。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Cannot mix encrypted Chat/GameDate with unencrypted Debug data"
msgstr "不能将加密的“聊天/游戏日期”和未加密的调试数据混合。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Please specify one or more Receives to Accept"
msgstr "请指定一个或多个 Receives 到 Accept"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneNetworkWindow.cs:1
msgid "Please specify one or more Sends to Initiate"
msgstr "请指定一个或多个 Sends 到 Initiate"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Run Last Build"
msgstr "运行上一个版本"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Runs the most recent build"
msgstr "运行最新版本"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Compiles only the scripts and then patches the previous build with the updated code."
msgstr "仅编译脚本，然后使用更新的代码修补上一个版本。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Compiles only the scripts and then patches the previous build with the updated code, then runs the build."
msgstr "仅编译脚本，然后使用更新的代码修补上一个版本，再然后运行该版本。"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Enable Streaming"
msgstr "启用流"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Launch Scene Range"
msgstr "启动场景范围"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Deploy Method"
msgstr "部署方法"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Deploy Drive"
msgstr "部署驱动器"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "PC IP Address"
msgstr "PC IP 地址"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Development player"
msgstr "开发播放器"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Master player"
msgstr "主播放器"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Debug player"
msgstr "调试播放器"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Push"
msgstr "推送"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Run from PC"
msgstr "从PC运行"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Package"
msgstr "数据包"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Retail"
msgstr "保留"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Ext1"
msgstr "Ext1"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Ext2"
msgstr "Ext2"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Ext3"
msgstr "Ext3"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Ext4"
msgstr "Ext4"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Ext5"
msgstr "Ext5"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Ext6"
msgstr "Ext6"

#: PlatformDependent/XboxOne/Editor/Managed/XboxOneBuildWindowExtension.cs:1
msgid "Ext7"
msgstr "Ext7"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid "Hardware targeted"
msgstr "硬件针对性"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid "Selected which PS4 hardware platform to target"
msgstr "选择瞄准的 PS4 硬件平台"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid "Base Only "
msgstr "仅限基数"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid " Runs identically on Pro and Base PS4s"
msgstr "在 Pro 和 Base PS4s 上无差别运行"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid "Pro and Base "
msgstr "Pro 与基础"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid " Can make use of PS4 Pro's improved GPU and CPU"
msgstr "可以利用 PS4 Pro 改进的 GPU 和 CPU"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid "Package on disc outer edge"
msgstr "位于光盘外缘的数据包"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid "Place the package file on disc outer edge for faster initial load time.\nThis will increase the ISO size"
msgstr "将包文件放在光盘外边缘，缩短初始加载时间。\n这样做会增加 ISO 大小"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid "Ignore Package Checks"
msgstr "忽略包检查"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid "Ignore package verification errors that would fail submission"
msgstr "忽略导致提交失败的包验证错误"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid "PS4 ISO"
msgstr "PS4 ISO"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid "Compress with PSArc"
msgstr "使用 PSArc 压缩"

#: PlatformDependent/PS4/Editor/Managed/PS4BuildWindowExtension.cs:1
msgid "Compress files in package"
msgstr "在数据包中压缩文件"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Base mode Resolution"
msgstr "基础模式分辨率"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Initial screen resolution when running in Base mode"
msgstr "在“基本模式”下运行时的初始屏幕分辨率"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Pro mode Resolution"
msgstr "Pro 模式分辨率"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Initial screen resolution when running in Pro mode"
msgstr "在 Pro 模式下运行时的初始屏幕分辨率"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "1080p fallback"
msgstr "1080p 回退"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Drop back to using 1080p resolution if in Pro mode and the TV doesn't support higher resolutions."
msgstr "如果处于“专业”模式且电视不支持更高分辨率，则回退到使用 1080p 分辨率。"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Mono environment variables"
msgstr "Mono 环境变量"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Mono and .NET runtime environment variables"
msgstr "Mono 和 .NET 运行环境变量"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Supports application exit"
msgstr "支持应用程序退出"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Allows application to quit using Application.Quit()"
msgstr "允许应用程序使用 Application.Quit() 退出"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PlayerPrefs support"
msgstr "PlayerPrefs 支持"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Enable support for PlayerPrefs"
msgstr "启用 PlayerPrefs 支持"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PlayerPrefs max size"
msgstr "PlayerPrefs 最大大小"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "The maximum size of the player prefs data that can be stored (in KB)"
msgstr "可存储的玩家预制件数据的最大大小（以 KB 为单位）"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Base Mode Garlic Heap Size"
msgstr "基础模式蒜堆大小"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Initial size of the heap used for graphic allocations in MB when running in Base mode"
msgstr "在“基本模式”下运行时用于图形分配的初始堆大小（以 MB 为单位）"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Pro Mode Garlic Heap Size"
msgstr "Pro 模式蒜堆大小"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Initial size of the heap used for graphic allocations in MB when running in Pro mode"
msgstr "在 Pro 模式下运行时用于图形分配的初始堆大小（以 MB 为单位）"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Garlic Heap Size"
msgstr "蒜堆大小"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Initial size of the heap used for graphic allocations in MB"
msgstr "用于图形分配的初始堆大小（以 MB 为单位）"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Restricted audio usage rights"
msgstr "受限制的音频使用权"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Enable audio output with restrictions regarding usage rights. All audio will not be included with systems that have a possibility of being distributed to the general public."
msgstr "启用带使用权限限制的音频输出。所有音频都不会包含在可能被分发给公众的系统中。"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Application Version"
msgstr "应用程序版本"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "This indicates the application version of the content. Enter 01.00 for application packages, and enter 01.01, 01.02, etc. for patch packages/remaster packages."
msgstr "该数字表示内容的应用程序版本。为应用程序包输入 01.00，为补丁包/重制包输入 01.01，01.02 等等。"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Master Version"
msgstr "主版本"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "This indicates the master version of the content. The master version format is XX.XX e.g. 01.00"
msgstr "该数字表示内容的主版本。主版本格式为 XX.XX，例如01.00"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "A combination of the SCE-assigned 6-character label and the NP Title ID, separated by a hyphen followed by a 16-character label, separated by a hyphen"
msgstr "SCE 分配的 6 个字符的标签和 NP Title ID 的组合，两者之间由一个紧跟 16 个字符的标签的连字号进行分隔，且该标签同样由一个连字号进行分隔"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "User-defined parameter 1"
msgstr "用户定义的参数 1"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "This is application specific data, accessed from scripts by UnityEngine.PS4.Utility.GetApplicationParameter(1)"
msgstr "这是特定于应用程序的数据，可通过 UnityEngine.PS4.Utility.GetApplicationParameter(1) 从脚本进行访问"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "User-defined parameter 2"
msgstr "用户定义的参数 2"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "This is application specific data, accessed from scripts by UnityEngine.PS4.Utility.GetApplicationParameter(2)"
msgstr "这是特定于应用程序的数据，可通过 UnityEngine.PS4.Utility.GetApplicationParameter(2) 从脚本进行访问"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "User-defined parameter 3"
msgstr "用户定义的参数 3"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "This is application specific data, accessed from scripts by UnityEngine.PS4.Utility.GetApplicationParameter(3)"
msgstr "这是特定于应用程序的数据，可通过 UnityEngine.PS4.Utility.GetApplicationParameter(3) 从脚本进行访问"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "User-defined parameter 4"
msgstr "用户定义的参数 4"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "This is application specific data, accessed from scripts by UnityEngine.PS4.Utility.GetApplicationParameter(4)"
msgstr "这是特定于应用程序的数据，可通过 UnityEngine.PS4.Utility.GetApplicationParameter(4) 从脚本进行访问"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Parental Lock Level (0-10)"
msgstr "家长锁定级别（0-10）"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "The parental lock level applicable to the application's target license area. This value controls which user can start the title, refer to the TRC R4005 docs on dev-net for the values that can be set."
msgstr "适用于应用程序目标许可区域的父级锁定级别。此值可以控制用户启动的标题，请参阅 dev-net 上的 TRC R4005 文档以获取可设置的值。"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Enter Button Assignment"
msgstr "回车按钮分配"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Which controller button the OS common dialogs use for enter"
msgstr "OS 常用对话框用于输入的控制器按钮"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "User Management"
msgstr "用户管理"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Initial user login/logout is supported"
msgstr "支持初始用户登录/注销"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PlayStation(R)Move support"
msgstr "PlayStation(R)Move 支持"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PlayStation(R)Move Safety Notice is displayed"
msgstr "已显示 PlayStation(R)Move 安全告示"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Stereoscopic 3D support"
msgstr "立体 3D 支持"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Stereoscopic 3D is supported"
msgstr "支持立体 3D"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Share Menu"
msgstr "共享菜单"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "When customizing the Share menu screen in the system, check this checkbox"
msgstr "在系统中自定义“共享”菜单屏幕时，选中此复选框"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Exclusive VR"
msgstr "独占 VR"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Select this when the Application is exclusive to PlayStation(R)VR"
msgstr "当“应用程序”独占 PlayStation(R)VR 时选择此项"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Reset temp folder"
msgstr "重置临时文件夹"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Select this to format the temporary folder every time the Application starts"
msgstr "选择此项可以在每次应用程序启动时格式化临时文件夹"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Persistent Data Size"
msgstr "持久数据大小"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Amount of HDD space to allocate during installation for persistent data (aka Download Data) in MB"
msgstr "安装期间为以 MB 为单位的持久性数据（即“下载数据”）分配的 HDD 空间量"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Max Player Count"
msgstr "最多玩家数量"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "'Play Together' maximum player count (2-8)"
msgstr "'Play Together'玩家数量上限 (2-8)"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Video Recording Used"
msgstr "使用的视频录制"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "The Sony PS4 VideoRecording library recording features are used by this application."
msgstr "此应用程序使用了 Sony PS4 VideoRecording 库录制功能。"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Content Search Used"
msgstr "使用的内容搜索"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "The Sony PS4 ContentSearch library features are used by this application."
msgstr "此应用程序使用了 Sony PS4 ContentSearch 库功能。"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS VR IPD Distance"
msgstr "PS VR IPD 距离"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "How should the distance between player's eyes be configured"
msgstr "如何配置玩家眼睛之间的距离"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Disable Start-up Image Auto-Hide"
msgstr "禁用启动图像自动隐藏"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Prevent the runtime from automatically hiding the system start-up image. This must be closed manually using PS4.Utility.HideStartupImage() method."
msgstr "防止运行时自动隐藏系统启动图像。该选项必须使用 PS4.Utility.HideStartupImage() 方法才能手动关闭。"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Session"
msgstr "会话"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Enable Sessions Push Notifications"
msgstr "启用会话推送通知"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Presences"
msgstr "状态"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Enable Presence Push Notifications"
msgstr "启用状态推送通知"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Friends"
msgstr "好友"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Enable Friends Push Notifications"
msgstr "启用朋友推送通知"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Game Custom Data"
msgstr "游戏自定义数据"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Enable Game Custom Data Push Notifications"
msgstr "启用游戏自定义数据推送通知"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Enable low garlic fragmentation mode"
msgstr "启用低 Garlic 碎片模式"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Social Screen Support"
msgstr "社交屏幕支持"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "RemotePlay Key Assign"
msgstr "RemotePlay 按键分配"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Circle Button"
msgstr "圆形按钮"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Cross Button"
msgstr "X 按钮"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "System Assigned"
msgstr "系统已分配"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Default "
msgstr "默认"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "6 CPU core mode"
msgstr "6 CPU 核心模式"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "7 CPU core mode"
msgstr "7 CPU 核心模式"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "CPU mode"
msgstr "CPU 模式"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "No persistent data"
msgstr "没有持久性数据"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "256 MiB"
msgstr "256 MiB"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "512 MiB"
msgstr "512 MiB"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "1024 MiB"
msgstr "1024 MiB"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Per User Settings (Default)"
msgstr "每用户设置（默认）"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Force System Default Value"
msgstr "强制系统默认值"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Allow swapping between Per User and System Default during play"
msgstr "允许播放期间在“各个用户”和“系统默认值”之间进行交换"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Add module"
msgstr "添加模块"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Restore"
msgstr "还原"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Pass-code (32 chars)"
msgstr "密码（32字符）"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "Title Voice Recognition Details"
msgstr "标题语音识别详细信息"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PlayStation(R)Network"
msgstr "PlayStation(R)Network"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "NP Age Rating (1-99) or 0 for no Age Rating"
msgstr "NP 年龄分级 （1-99） 或 0 不分级"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Use Resolution Fallback"
msgstr "PS4 使用分辨率后退"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Use Low Garlic Fragmentation Mode"
msgstr "PS4 使用低 Garlic 碎片模式"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 App Version"
msgstr "PS4 App 应用程序"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Master Version"
msgstr "PS4 主版本"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Content ID"
msgstr "PS4 内容 ID"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Application Parameter 1"
msgstr "PS4 应用程序参数 1"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Application Parameter 2"
msgstr "PS4 应用程序参数 2"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Application Parameter 3"
msgstr "PS4 应用程序参数 3"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Application Parameter 4"
msgstr "PS4 应用程序参数 4"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Parental Level"
msgstr "PS4 家长控制级别"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS 4attrib User Management"
msgstr "PS 4attrib 用户管理"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS 4attrib Move Support"
msgstr "PS 4attrib 移动支持"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS 4attrib 3D Support"
msgstr "PS 4attrib 3D 支持"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS 4attrib Share Support"
msgstr "PS 4attrib 共享支持"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS 4attrib Exclusive VR"
msgstr "PS 4attrib 独占 VR"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Play Together Player Count"
msgstr "PS4 一起玩的玩家数量"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Video Recording Features Used"
msgstr "使用了 PS4 视频录制功能"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Content Search Features Used"
msgstr "使用了 PS4 内容搜索功能"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Passcode"
msgstr "PS4 密码"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4 Disable Auto Hide Splash"
msgstr "PS4 禁用自动隐藏启动画面"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS4NP Age Rating"
msgstr "PS4NP 年龄等级"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS 4pn Sessions"
msgstr "PS 4pn 会话"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS 4pn Presence"
msgstr "PS 4pn 状态"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS 4pn Friends"
msgstr "PS 4pn 好友"

#: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1
msgid "PS 4pn Game Custom Data"
msgstr "PS 4pn 游戏自定义数据"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlBuildWindowExtension.cs:1
msgid "Code Optimization"
msgstr "代码优化"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlBuildWindowExtension.cs:1
msgid "Optimization that will be used when compiling WebGL code."
msgstr "在编译 WebGL 代码时将使用的优化。"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Enable Exceptions"
msgstr "启用异常"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Turn this on to enable exception catching in WebGL. Don't use this if you don't need to as it has a significant performance overhead."
msgstr "启用此选项可在 WebGL 中启用异常捕获。如果您不需要，请不要使用该选项，因为其性能开销很大。"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "WebAssembly Arithmetic Exceptions"
msgstr "WebAssembly 算术异常"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "WebAssembly code can throw an exception on things like division by zero, rounding a very large float to an int, and so forth. It is recommended to use Throw mode, as this will help to timely detect potential issues."
msgstr "WebAssembly 代码会在遇到诸如被零除、将大型浮点数舍入为整数之类的问题时引发异常。建议使用“抛出”模式，因为这将有助于及时发现潜在问题。"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Compression format for non-development build files. Note that this setting does not affect development builds, therefore its files will not be compressed."
msgstr "非开发构建文件的压缩格式。请注意，此设置不会影响开发构建，因此不会压缩其文件。"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Name Files As Hashes"
msgstr "将文件命名为哈希"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Use MD5 hash of the uncompressed file contents as a filename for each file in the build."
msgstr "使用未压缩文件内容的 MD5 哈希作为 build 中每个文件的文件名。"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Data Caching"
msgstr "数据缓存"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Automatically cache downloaded assets locally on users' machine to skip long downloads in subsequent runs."
msgstr "自动在用户计算机上将下载的资源缓存到本地，以便在后续运行中跳过长时间下载。"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Debug Symbols"
msgstr "调试符号"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Preserve debug symbols and perform demangling of the stack trace when an error occurs. For release builds all the debug information is stored in a separate file which is downloaded from the server on demand when an error occurs. Development builds always have demangling support embedded in the main module and therefore are not affected by this option."
msgstr "发生错误时，保留调试符号并恢复堆栈踪迹。对于发布版本，所有调试信息都存储在单独的文件中，该文件在发生错误时可以根据需要从服务器下载。开发构建始终在主模块中嵌入了恢复支持，因此不受此选项的影响。"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Decompression Fallback"
msgstr "解压缩回退"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
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:1
msgid "Default Canvas Width*"
msgstr "默认画布宽度*"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Default Canvas Height*"
msgstr "默认画布高度*"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "'Full With Stacktrace' exception support will decrease performance and increase browser memory usage. Only use this for debugging purposes, and make sure to test in a 64-bit browser."
msgstr "'完整且包含堆栈跟踪' 异常支持功能将会降低性能并增加浏览器内存使用量。此功能仅用于调试目的，并确保在 64 位浏览器中进行测试。"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Exception Support"
msgstr "异常支持"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Wasm Arithmetic Exceptions"
msgstr "Wasm 算术异常"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Default Canvas Width"
msgstr "默认画布宽度"

#: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1
msgid "Default Canvas Height"
msgstr "默认画布高度"

#: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:1
msgid "Create Xcode Project"
msgstr "创建 Xcode 项目"

#: PlatformDependent/BJM/Extensions/Managed/GGPPlayerSettingsEditorExtension.cs:1
msgid "When this setting is enabled, Stadia player ignores Suspend notifications from the OS and continues running."
msgstr "启用此设置后，Stadia 播放器将忽略来自 OS 的“挂起”通知，并继续运行。"

#: PlatformDependent/BJM/Extensions/Managed/GGPPlayerSettingsEditorExtension.cs:1
msgid "Present Mode"
msgstr "当前模式"

#: PlatformDependent/BJM/Extensions/Managed/GGPPlayerSettingsEditorExtension.cs:1
msgid "Select present mode for the surface."
msgstr "选择表面的当前模式。"

#: PlatformDependent/BJM/Extensions/Managed/GGPPlayerSettingsEditorExtension.cs:1
msgid "Target Framerate"
msgstr "目标帧率"

#: PlatformDependent/BJM/Extensions/Managed/GGPPlayerSettingsEditorExtension.cs:1
msgid "Select the target framerate."
msgstr "选择目标帧率。"

#: PlatformDependent/BJM/Extensions/Managed/GGPBuildWindowExtension.cs:1
msgid "Application"
msgstr "应用程序"

#: PlatformDependent/BJM/Extensions/Managed/GGPBuildWindowExtension.cs:1
msgid "Stadia application name for debugging and deployment"
msgstr "用于调试和部署的 Stadia 应用程序名称"

#: PlatformDependent/BJM/Extensions/Managed/GGPBuildWindowExtension.cs:1
msgid "Instance"
msgstr "实例"

#: PlatformDependent/BJM/Extensions/Managed/GGPBuildWindowExtension.cs:1
msgid "Instance name for debugging and deployment"
msgstr "用于调试和部署的实例名称"

#: PlatformDependent/BJM/Extensions/Managed/GGPBuildWindowExtension.cs:1
msgid "Build Configuration"
msgstr "生成配置"

#: PlatformDependent/BJM/Extensions/Managed/GGPBuildWindowExtension.cs:1
msgid "Player configuration to use for building."
msgstr "用于构建的播放器配置。"

#: PlatformDependent/BJM/Extensions/Managed/GGPBuildWindowExtension.cs:1
msgid "Refresh the list of Stadia applications and instances."
msgstr "刷新 Stadia 应用程序和实例列表。"

#: PlatformDependent/BJM/Extensions/Managed/GGPBuildWindowExtension.cs:1
msgid "Incremental Deployment"
msgstr "增量部署"

#: PlatformDependent/BJM/Extensions/Managed/GGPBuildWindowExtension.cs:1
msgid "Only upload deltas of changes between local and instance. If the file tree has not changed significantly, this can save a significant amount of time."
msgstr "仅上传本地和实例之间的更改增量。如果文件树没有显著变化，此选项可以节省大量时间。"

#: PlatformDependent/BJM/Extensions/Managed/GGPBuildWindowExtension.cs:1
msgid "Copy Debug Symbols"
msgstr "复制调试符号"

#: PlatformDependent/BJM/Extensions/Managed/GGPBuildWindowExtension.cs:1
msgid "Copy player debug symbols to the project's deployment location. Copying symbols will slightly increase build times so this setting is not recommended to use for iteration. However, it is required for submitting applications to Google."
msgstr "将播放器调试符号复制到项目的部署位置。复制符号会稍微增加构建时间，因此对于迭代，不建议使用此设置。但是，必须向 Google 提交应用程序。"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "No capture, no draw validation"
msgstr "无捕获，无绘制验证"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "NVN Graphics Debugger"
msgstr "NVN 图形调试器"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Capture, Shader Profiling, NVN Shader Dynamic Editing (GLSLC_DEBUG_LEVEL_G1)"
msgstr "捕捉、着色器性能分析、NVN 着色器动态编辑 (GLSLC_DEBUG_LEVEL_G1)"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Draw Validation (Light)"
msgstr "绘制验证（少量）"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Check NVNqueue, NVNcommandBuffer, at draw time (NVN_DEVICE_FLAG_DEBUG_ENABLE_LEVEL_3)\nImpacts performance"
msgstr "在绘制时检查 NVNqueue、NVNcommandBuffer (NVN_DEVICE_FLAG_DEBUG_ENABLE_LEVEL_3)\n影响性能"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Draw Validation (Heavy)"
msgstr "绘制验证（大量）"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Check NVNqueue, NVNcommandBuffer, at draw time (NVN_DEVICE_FLAG_DEBUG_ENABLE_LEVEL_4)\nImpacts performance"
msgstr "在绘制时检查 NVNqueue、NVNcommandBuffer (NVN_DEVICE_FLAG_DEBUG_ENABLE_LEVEL_4)\n影响性能"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "HTCS"
msgstr "HTCS"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Uses the SDEV developer Ethernet connection for script debugging"
msgstr "使用 SDEV 开发者以太网连接进行脚本调试"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Network"
msgstr "网络"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Uses the Switch's Network connection for script debugging"
msgstr "使用 Switch 的网络连接进行脚本调试"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Create VS 2015 Solution"
msgstr "创建 VS 2015 解决方案"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Create NSP ROM File"
msgstr "创建 NSP ROM 文件"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Enable Heap Inspector"
msgstr "启用堆检查器"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Enable DebugPad"
msgstr "启用 DebugPad"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Host IO File Output"
msgstr "主机 IO 文件输出"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "Script Debugging Transport"
msgstr "脚本调试传输"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "NVN Graphics Debugging"
msgstr "NVN 图形调试"

#: PlatformDependent/Switch/Editor/Managed/BuildWindowExtension.cs:1
msgid "+Shader Debugging (Slow)"
msgstr "+着色器调试（慢）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "NMETA Override"
msgstr "NMETA 覆盖"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "NMETA file for the built game. Setting this overrides any settings within Unity."
msgstr "所生成游戏的 NMETA 文件。设置此选项将覆盖 Unity 中的所有设置。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Edit NMETA"
msgstr "编辑 NMETA"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Edit the NMETA file with Nintendo AuthoringEditor."
msgstr "使用 Nintendo AuthoringEditor 编辑 NMETA 文件。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Create NMETA from Player Settings"
msgstr "从“播放器设置”创建 NMETA"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Create a NMETA file from the current NMETA settings for the Player. This file can then be used with Nintendo's AuthoringEditor Tool."
msgstr "根据播放器的当前 NMETA 设置创建一个 NMETA 文件。此文件随后可用于 Nintendo 的 AuthoringEditor 工具。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Application ID "
msgstr "应用程序 ID"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " A unique identifier for the built game."
msgstr "构建游戏的唯一标识符。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Dependent libraries (.nso, .a)"
msgstr "依赖库（.nso、.a）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Semicolon-separated list of additional NSO and/or static libraries."
msgstr "额外的 NSO 和/或静态库的分号分隔列表。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Use Nintendo CPU Profiler "
msgstr "使用任天堂 CPU 性能分析器"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Controls whether to enable the Nintendo CPU Profiler in development builds."
msgstr "控制是否在开发构建中启用任天堂 CPU 性能分析器。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Use GOLD Linker "
msgstr "使用 GOLD 链接器"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "(Not Recommended) Enables use of the deprecated GOLD linker over LLD."
msgstr "（不推荐）允许通过 LLD 使用已弃用的 GOLD 链接器。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "SystemResourceSize (bytes)"
msgstr "SystemResourceSize（字节）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "System memory used to manage virtual memory, 16MB is enough most of the time. Using 0 disables virtual memory."
msgstr "用于管理虚拟内存的系统内存，大部分时间只需 16MB 就够了。使用 0 将禁用虚拟内存。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "NVN Shader Pools Granularity (bytes)"
msgstr "NVN 着色器池粒度（字节）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Minimum size for CPU_UNCACHED | GPU_CACHED | SHADER_CODE pools"
msgstr "CPU_UNCACHED | GPU_CACHED | SHADER_CODE 池的最小大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "NVN Default Pools Granularity (bytes)"
msgstr "NVN 默认池粒度（字节）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Minimum size for CPU_CACHED | GPU_CACHED pools"
msgstr "CPU_CACHED | GPU_CACHED 池的最小大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "NVN Other Pools Granularity (bytes)"
msgstr "NVN 其他池粒度（字节）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Minimum size for pools with flags other than CPU_CACHED | GPU_CACHED pools"
msgstr "除 CPU_CACHED | GPU_CACHED 池之外具有标志的池的最小大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Initialize NIFM "
msgstr "初始化 NIFM"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " On startup, initialize the Network Interface Manager library."
msgstr "启动时，初始化网络接口管理器库。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Initialize Sockets "
msgstr "初始化套接字"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " On startup, initialize network sockets."
msgstr "启动时，初始化网络套接字。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Profiler Connection "
msgstr "分析器连接"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " On startup, enable connecting to the devkit with the Unity Profiler."
msgstr "启动时，启用使用 Unity 性能分析器连接到 devkit。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Socket Memory Pool Size (KiB) "
msgstr "套接字内存池大小（KiB）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Total size of the memory region. (Should be 4K aligned)"
msgstr "内存区域的总大小。（应 4K 对齐）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Socket Allocator Pool Size (KiB) "
msgstr "套接字分配器池大小（KiB）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Portion of the memory region to be used for resolver. (Should be 4K aligned)"
msgstr "部分内存区域用于解析程序。（应 4K 对齐）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Socket Concurrency Limit "
msgstr "套接字并发限制"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Maximum number of synchronously called socket operations which will be allowed to operate concurrently."
msgstr "允许同时操作的同步调用套接字操作的最大数量。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Tcp Initial Send Buffer Size (KiB) "
msgstr "Tcp 初始发送缓冲区大小（KiB）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Initial size of TCP send buffers."
msgstr "TCP 发送缓冲的初始大小。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Tcp Initial Receive Buffer Size (KiB) "
msgstr "Tcp 初始接收缓冲区大小（KiB）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Initial size of TCP receive buffers."
msgstr "TCP 接收缓冲的初始大小。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Tcp Auto Send Buffer Size Max (KiB) "
msgstr "Tcp 自动发送缓冲区最大值 (KiB)"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Upper bound to grow TCP send buffers. 0 is disable TCP send buffer auto tuning."
msgstr "增加 TCP 发送缓冲的上限。0 表示禁用 TCP 发送缓冲自动调校。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Tcp Auto Receive Buffer Size Max (KiB) "
msgstr "Tcp 自动接收缓冲区最大值（KiB）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Upper bound to grow TCP receive buffers. 0 is disable TCP receive buffer auto tuning."
msgstr "增加 TCP 接收缓冲的上限。0 表示禁用 TCP 接收缓冲自动调校。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Udp Send Buffer Size (KiB) "
msgstr "Udp 发送缓冲区大小(KiB)"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Base size of UDP send buffers."
msgstr "UDP 发送缓冲的基本大小。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Udp Receive Buffer Size (KiB) "
msgstr "Udp 接收缓冲区大小(KiB)"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Base size of UDP receive buffers."
msgstr "UDP 接收缓冲的基本大小。"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Socket Buffer Efficiency "
msgstr "套接字缓冲区效率"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid " Buffering factor of TCP/IP stack. (Should be 1 to 8.)"
msgstr "TCP/IP 堆栈的缓冲因子。（应为 1 到 8）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Horizontal Hold Type"
msgstr "水平保持类型"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Regards a single JoyCon(L/R) as in a horizontal hold type with Input System"
msgstr "将单个 JoyCon(L/R) 视为具有输入系统的水平保持类型"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "User Account Lock"
msgstr "用户帐户锁定"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Restricts opening the application to accounts that match the Startup User Account type. (Not used if Startup User Account is set to None) "
msgstr "限制只有与“Startup 用户帐户”类型匹配的帐户才能打开应用程序。（如果“Startup 用户帐户”设置为“无”，则不使用）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Release Version (Numeric)"
msgstr "发布版本（数字）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Parental Control"
msgstr "家长控制"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Presence Group ID"
msgstr "状态组组 ID"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Allow Screen Shots"
msgstr "允许屏幕截图"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Allow Video Capturing"
msgstr "允许视频捕获"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Allow Runtime Add On Content Install"
msgstr "允许在运行时添加内容安装"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Data Loss Confirmation"
msgstr "数据丢失确认"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Application Error Code Category"
msgstr "应用程序错误代码类别"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Save Data Size"
msgstr "保存数据大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Save Data Journal Size"
msgstr "保存数据日志大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Manual HTML"
msgstr "手动 HTML"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Accessible URL"
msgstr "可访问的 URL"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Legal Information"
msgstr "法律信息"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Title Name"
msgstr "标题名称"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Publisher Name"
msgstr "发布名称"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Small Icon"
msgstr "小图标"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Age"
msgstr "时代"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "nn::fs Cache Buffer Size (MiB)"
msgstr "nn::fs 缓存缓冲区大小 (MiB)"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Screen"
msgstr "屏幕"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Networking"
msgstr "正在联网"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Local Communication ID"
msgstr "本地通讯 ID"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "User Account and Save Data"
msgstr "用户帐户和保存数据"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Game Card Specifications"
msgstr "游戏卡规格"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Language Settings"
msgstr "语言设置"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Rating"
msgstr "评分"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Startup User Account"
msgstr "Startup 用户帐户"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Touch Screen Usage"
msgstr "触摸屏的使用情况"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Logo Type"
msgstr "徽标类型"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Logo Handling"
msgstr "徽标处理"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Application Attribute"
msgstr "应用程序属性"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Screen Resolution Behavior"
msgstr "屏幕分辨率行为"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Size(GB)"
msgstr "大小（GB）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Clock Speed (MHz)"
msgstr "时钟速度 (MHz)"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Supported Languages"
msgstr "支持的语言"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Available Rating Categories"
msgstr "可用的评级类别"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Supported Npad Styles"
msgstr "支持的 Npad 样式"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Socket Config"
msgstr "套接字配置"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Controls"
msgstr "控制"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Supported Npad Count"
msgstr "支持的 Npad 数"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "NMETA Settings"
msgstr "NMETA 设置"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Basic"
msgstr "基本"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Restriction"
msgstr "限制"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Features"
msgstr "功能"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "NVN Queue Command Memory (bytes)"
msgstr "NVN 队列命令内存（字节）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "NVN Queue Control Memory (bytes)"
msgstr "NVN 队列控制内存（字节）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "NVN Queue Compute Memory (bytes)"
msgstr "NVN 队列计算内存（字节）"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch NSO Dependencies"
msgstr "切换 NSO 依赖"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Application ID"
msgstr "切换应用程序 ID"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Release Version"
msgstr "发布版本"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Presence Group Id"
msgstr "状态组组 Id"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch System Resource Memory"
msgstr "切换系统资源内存"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "User Account Save Data Size"
msgstr "用户帐户保存数据大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "User Account Save Data Journal Size"
msgstr "用户帐户保存数据日记大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Allows Screenshot"
msgstr "允许截图"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Allows Video Capturing"
msgstr "允许视频捕获"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Allows Runtime Add On Content Install"
msgstr "允许在运行时添加内容安装"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Use CPU Profiler"
msgstr "切换使用 CPU 分析器"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Use GOLD Linker"
msgstr "切换使用 GOLD 链接器"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch NVN Shader Pools Granularity"
msgstr "切换 NVN 着色器池粒度"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch NVN Default Pools Granularity"
msgstr "切换 NVN 默认池粒度"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch NVN Other Pools Granularity"
msgstr "切换 NVN 其他池粒度"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Native Fs Cache Size"
msgstr "切换本机 Fs 缓存大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Network Interface Manager Initialize Enabled"
msgstr "切换网络接口管理器初始化已启用"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Socket Initialize Enabled"
msgstr "切换套接字初始化已启用"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Player Connection Enabled"
msgstr "切换播放器连接已启用"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Socket Config Enabled"
msgstr "切换套接字配置已启用"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Socket Memory Pool Size"
msgstr "切换套接字内存池大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Socket Allocator Pool Size"
msgstr "切换套接字分配器池大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Socket Concurrency Limit"
msgstr "切换套接字并发限制"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Tcp Initial Send Buffer Size"
msgstr "切换 Tcp 初始发送缓冲区大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Tcp Initial Receive Buffer Size"
msgstr "切换 Tcp 初始接收缓冲区大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Tcp Auto Send Buffer Size Max"
msgstr "切换 Tcp 自动发送缓冲区大小最大值"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Tcp Auto Receive Buffer Size Max"
msgstr "切换 Tcp 自动接收缓冲区大小最大值"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Udp Send Buffer Size"
msgstr "切换 Udp 发送缓冲区大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Udp Receive Buffer Size"
msgstr "切换 Udp 接收缓冲区大小"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Socket Buffer Efficiency"
msgstr "切换套接字缓冲区效率"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Supported Npad Count"
msgstr "切换支持的 Npad 数"

#: PlatformDependent/Switch/Editor/Managed/SwitchPlayerSettingsEditorExtension.cs:1
msgid "Switch Is Hold Type Horizontal"
msgstr "开关保持为水平类型"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Placeholder"
msgstr "占位符"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1
msgid "Stub assembly used instead of plugin during script compilation. Only needed if plugin references platform specific types."
msgstr "在脚本编译期间使用存根程序集而不是插件。仅在插件引用平台特定类型时需要。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1
msgid "SDK"
msgstr "SDK"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1
msgid "Is plugin compatible with Windows 8.0 or Windows 8.1 SDK?"
msgstr "插件兼容 Windows 8.0 或 Windows 8.1 SDK吗？"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1
msgid "Is plugin compatible with x86, x64, ARM or ARM64 CPU architecture?"
msgstr "插件是与否与 x86、x64 或 ARM 或 ARM64 CPU 架构兼容？"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1
msgid "ScriptingBackend"
msgstr "ScriptingBackend"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1
msgid "Is plugin compatible with .NET, Il2Cpp or both scripting backends?"
msgstr "插件是否与 .NET、Il2Cpp 兼容或与两脚本后端都兼容?"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1
msgid "Don't process"
msgstr "不处理"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1
msgid "Plugin will not be modified in any way. This prevents Unity from making sure that it will work on Windows. Note: this setting has no effect for Il2Cpp builds"
msgstr "插件不会以任何方式进行修改。这样 Unity 就无法确认插件能否在 Windows 上运行。注意：此设置对 Il2Cpp 版本没有影响"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Specific device type for which resources get optimized"
msgstr "优化资源的特定设备类型"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Target processor architecture for build"
msgstr "用于生成的目标处理器架构"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Target SDK Version"
msgstr "目标 SDK 版本"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Which specific Windows 10 SDK should the build process use?"
msgstr "生成过程应使用哪个特定的 Windows 10 SDK？"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Minimum Platform Version"
msgstr "最低平台版本"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "The minimum Windows 10 platform version this project supports"
msgstr "此项目支持的最低 Windows 10 平台版本"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Visual Studio Version"
msgstr "Visual Studio 版本"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Generate solution file (.sln) for specific Visual Studio version"
msgstr "为特定的 Visual Studio 版本生成解决方案文件(.sln)"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Build and Run on"
msgstr "生成并运行于"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "On which device the application should run when you click Build And Run button. Note: this option is ignored when you click Build button."
msgstr "当您点击“生成和运行”按钮时，应在哪个设备上运行应用程序。注意：当您单击“生成”按钮时，此选项将被忽略。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Build configuration"
msgstr "生成配置"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "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:1
msgid "Copy References"
msgstr "复制引用"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
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:1
msgid "Device Portal Address"
msgstr "设备门户地址"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Windows Device Portal connection string to the remote device, ex: https://192.168.0.1:50443"
msgstr "与远程设备的 Windows 设备门户连接字符串，例如：https://192.168.0.1:50443"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Device Portal Username"
msgstr "设备门户用户名"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Windows Device Portal username to log into the device (if WDP authentication is enabled)"
msgstr "用于登录到设备的 Windows 设备门户用户名（如果已启用 WDP 身份验证）"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Device Portal Password"
msgstr "设备门户密码"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Windows Device Portal password to log into the device (if WDP authentication is enabled)"
msgstr "用于登录到设备的 Windows 设备门户密码（如果已启用 WDP 身份验证）"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Copy PDB files"
msgstr "复制 PDB 文件"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Copy pdb files to final destination, contains debugging symbols"
msgstr "将 pdb 文件复制到最终目标，包含调试符号"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Any device"
msgstr "任何设备"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "PC"
msgstr "PC"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Mobile"
msgstr "移动"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "HoloLens"
msgstr "全息透镜"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "XAML Project"
msgstr "XAML 项目"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "D3D Project"
msgstr "D3D 项目"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Executable Only"
msgstr "仅可执行文件"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Local Machine"
msgstr "本地计算机"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "USB Device"
msgstr "USB 设备"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "Remote Device (via Device Portal)"
msgstr "远程设备（通过设备门户）"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1
msgid "You have to use Windows 8 or greater for this build."
msgstr "您必须为此构建使用 Windows 8 或更高版本。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Transparent Swapchain"
msgstr "透明交换链"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Sets AlphaMode on the swap chain to DXGI_ALPHA_MODE_PREMULTIPLIED for compositing with XAML content."
msgstr "将交换链上的 AlphaMode 设置为 DXGI_ALPHA_MODE_PREMULTIPLIED，以便与 XAML 内容进行合成。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Specifies the unique name that identifies the package on the system."
msgstr "指定在系统上对包进行识别的唯一名称。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Package display name"
msgstr "包显示名称"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Specifies the app name that appears in the Store. Same as Product Name."
msgstr "指定“商店”中显示的应用程序名称。该名称与“产品名称”相同。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "The version number of the package. A version string in quad notation \"Major.Minor.Build.Revision\"."
msgstr "包的版本号。四位表示法“Major.Minor.Build.Revision”中的版本字符串。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Publisher display name"
msgstr "发布显示名称"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "A friendly name for the publisher that can be displayed to users. Same as Company Name."
msgstr "为用户显示一个容易记忆的发布者名称。和公司名称一样。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Streaming Install"
msgstr "流安装"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Create a AppxContentGroupMap.xml manifest file for scene data. IL2CPP Scripting backend only."
msgstr "创建用于场景数据的 AppxContentGroupMap.xml 清单文件。仅限 IL2CPP 脚本后端。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Browse for certificate."
msgstr "浏览证书。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Create test certificate."
msgstr "创建测试证书。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Specifies the full name of the app."
msgstr "指定应用程序的全名。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Specifies the text that describes the app on its tile in Windows."
msgstr "指定在 Windows 中其磁贴上描述应用程序的文本。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Short name"
msgstr "短名称"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Specifies an abbreviated name for the app."
msgstr "指定应用程序的缩写名。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Show name on"
msgstr "显示名称"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Specifies which logos the app name appears on."
msgstr "指定应用程序名称显示在哪些徽标上。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Foreground text"
msgstr "前景文字"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Sets the value of the text color relative to the background color on the app's tile in Windows."
msgstr "设置文本颜色相对于应用程序瓦片在 Windows 背景色的值。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Background color"
msgstr "背景色"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Sets the background color for the app's tile in Windows."
msgstr "设置应用程序的瓦片在 Windows 中的背景色。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Overwrite background color"
msgstr "覆盖背景颜色"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Uses default background color otherwise."
msgstr "否则使用默认背景色。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Sets the background color for the app's splash screen."
msgstr "设置应用程序启动画面的背景色。"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Default Is Full Screen*"
msgstr "默认全屏*"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Packaging"
msgstr "封装"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Certificate"
msgstr "证书"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Issued by"
msgstr "发行者"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Expiration date"
msgstr "截止日期"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Application UI"
msgstr "应用程序 UI"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Input Source"
msgstr "输入源"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Medium Tile"
msgstr "中型磁贴"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Large Tile"
msgstr "大磁贴"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Wide Tile"
msgstr "宽磁贴"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Default Size"
msgstr "默认大小"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Tiles and Logos"
msgstr "瓦片和标志"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Windows Holographic"
msgstr "Windows Holographic"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Holographic Splash Image"
msgstr "全息过场图像"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "On Tracking Loss Pause and Show Image"
msgstr "“跟踪丢失暂时”和“显示图像”时"

#: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1
msgid "Tracking Loss Image"
msgstr "跟踪丢失图像"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Small icon layers (1x)"
msgstr "小图标层（1x）"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Small icon layers (2x)"
msgstr "小图标层 (2x)"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Large icon layers (1x)"
msgstr "大图标层(1x)"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Large icon layers (2x)"
msgstr "大图标层(2x)"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Top shelf image layers (1x)"
msgstr "顶架图像层 (1x)"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Top shelf image layers (2x)"
msgstr "顶架图像层 (2x)"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Top shelf image wide layers (1x)"
msgstr "顶架图像宽层 (1x)"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Top shelf image wide layers (2x)"
msgstr "顶架图像宽层 (2x)"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Multithreaded Rendering"
msgstr "多线程渲染"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Multithreaded rendering on tvOS platform is supported only on Metal."
msgstr "仅在 Metal 支持 tvOS 平台上的多线程渲染。"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "tvOS Provisioning Profile"
msgstr "tvOS 配置文件"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Require Extended Game Controller"
msgstr "要求扩展游戏控制器"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Target minimum tvOS Version"
msgstr "目标最小 tvOS 版本"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Tv OS Sdk Version"
msgstr "Tv OS Sdk 版本"

#: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1
msgid "Tv OS Require Extended Game Controller"
msgstr "Tv OS 需要扩展游戏控制器"

#: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:1
msgid "Create Visual Studio Solution"
msgstr "创建 Visual Studio 解决方案"

#: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1
msgid "Control Child Size"
msgstr "控制子对象大小"

#: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1
msgid "Use Child Scale"
msgstr "使用子级缩放"

#: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1
msgid "Child Force Expand"
msgstr "子力扩展"

#: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1
msgid "Spacing"
msgstr "间距"

#: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1
msgid "Child Alignment"
msgstr "子级对齐"

#: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1
msgid "Reverse Arrangement"
msgstr "反向排列"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Text Component"
msgstr "文本组件"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1
msgid "Text"
msgstr "文本"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Character Limit"
msgstr "角色限制"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Line Type"
msgstr "直线类型"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1
msgid "Input Type"
msgstr "输入类型"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1
msgid "Keyboard Type"
msgstr "键盘类型"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1
msgid "Character Validation"
msgstr "角色验证"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Caret Blink Rate"
msgstr "光标闪烁频率"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Caret Width"
msgstr "光标宽度"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Custom Caret Color"
msgstr "自定义光标颜色"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1
msgid "Caret Color"
msgstr "光标颜色"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Selection Color"
msgstr "选择颜色"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Hide Mobile Input"
msgstr "隐藏移动输入"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Read Only"
msgstr "只读"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "On Value Changed"
msgstr "值改变时"

#: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "On End Edit"
msgstr "结束编辑时"

#: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1
msgid "Start Corner"
msgstr "起始角落"

#: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1
msgid "Start Axis"
msgstr "启动轴"

#: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1
msgid "Constraint"
msgstr "约束"

#: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1
msgid "Constraint Count"
msgstr "约束计数"

#: Packages/com.unity.ugui/Editor/UI/RawImageEditor.cs:1
msgid "UV Rect"
msgstr "UV 矩形"

#: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Template"
msgstr "模板"

#: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Caption Text"
msgstr "标题文本"

#: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Caption Image"
msgstr "标题图像"

#: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Item Text"
msgstr "项文本"

#: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Item Image"
msgstr "项图像"

#: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1
msgid "Alpha Fade Speed"
msgstr "Alpha 淡化速度"

#: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1
msgid "On Selection Changed"
msgstr "选择发生更改时"

#: Packages/com.unity.ugui/Editor/UI/ScrollbarEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Handle Rect"
msgstr "处理矩形"

#: Packages/com.unity.ugui/Editor/UI/ScrollbarEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Number Of Steps"
msgstr "步骤数量"

#: Packages/com.unity.ugui/Editor/UI/AspectRatioFitterEditor.cs:1
msgid "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:1
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/AspectRatioFitterEditor.cs:1
msgid "Aspect Mode"
msgstr "纵横模式"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1
msgid "Content"
msgstr "内容"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Horizontal"
msgstr "水平"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Vertical"
msgstr "垂直"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Movement Type"
msgstr "运动类型"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Elasticity"
msgstr "弹性"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Inertia"
msgstr "惯性"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Deceleration Rate"
msgstr "减速率"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Scroll Sensitivity"
msgstr "滚动灵敏度"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1
msgid "Viewport"
msgstr "Viewport"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Horizontal Scrollbar"
msgstr "水平滚动条"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1
msgid "Horizontal Scrollbar Visibility"
msgstr "水平滚动条可见性"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1
msgid "Horizontal Scrollbar Spacing"
msgstr "水平滚动条间距"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Vertical Scrollbar"
msgstr "垂直滚动条"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1
msgid "Vertical Scrollbar Visibility"
msgstr "垂直滚动条可见性"

#: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1
msgid "Vertical Scrollbar Spacing"
msgstr "垂直滚动条间距"

#: Packages/com.unity.ugui/Editor/UI/TextEditor.cs:1
msgid "Font Data"
msgstr "字体数据"

#: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1
msgid "Match"
msgstr "匹配"

#: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1
msgid "UI Scale Mode"
msgstr "UI 缩放模式"

#: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1
msgid "Ui Scale Mode"
msgstr "Ui 缩放模式"

#: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1
msgid "Dynamic Pixels Per Unit"
msgstr "每单位动态像素数"

#: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1
msgid "Reference Resolution"
msgstr "参考分辨率"

#: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1
msgid "Screen Match Mode"
msgstr "屏幕匹配模式"

#: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1
msgid "Physical Unit"
msgstr "物理单元"

#: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1
msgid "Fallback Screen DPI"
msgstr "备用屏幕 DPI"

#: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1
msgid "Default Sprite DPI"
msgstr "默认 Sprite DPI"

#: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Reference Pixels Per Unit"
msgstr "每单位参考像素"

#: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Fill Rect"
msgstr "填充矩形"

#: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Whole Numbers"
msgstr "整数"

#: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1
msgid "Source Image"
msgstr "源图像"

#: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1
msgid "Image Type"
msgstr "图像类型"

#: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1
msgid "Clockwise"
msgstr "顺时针"

#: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1
msgid "Use Sprite Mesh"
msgstr "使用 Sprite 网格"

#: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Preserve Aspect"
msgstr "保持长宽比"

#: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Fill Center"
msgstr "填充中心"

#: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1
msgid "Pixels Per Unit Multiplier"
msgstr "每单位像素乘数"

#: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1
msgid "Fill Method"
msgstr "填充方法"

#: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1
msgid "Fill Amount"
msgstr "填充总数"

#: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1
msgid "Fill Clockwise"
msgstr "顺时针填充"

#: Packages/com.unity.ugui/Editor/UI/LayoutPropertiesPreview.cs:1
msgid "Layout Properties"
msgstr "布局属性"

#: Packages/com.unity.ugui/Editor/UI/ContentSizeFitterEditor.cs:1
msgid "Horizontal Fit"
msgstr "水平匹配"

#: Packages/com.unity.ugui/Editor/UI/ContentSizeFitterEditor.cs:1
msgid "Vertical Fit"
msgstr "垂直适应"

#: Packages/com.unity.ugui/Editor/UI/RectMask2DEditor.cs:1
msgid "Softness"
msgstr "柔和度"

#: Packages/com.unity.ugui/Editor/UI/ButtonEditor.cs:1
msgid "On Click Property"
msgstr "鼠标单击属性"

#: Packages/com.unity.ugui/Editor/UI/MaskEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Show Mask Graphic"
msgstr "显示遮罩图形"

#: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1
msgid "Visualize"
msgstr "可视化"

#: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1
msgid "Show navigation flows between selectable UI elements."
msgstr "显示可选择 UI 元素间的导航流程。"

#: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1
msgid "Interactable Property"
msgstr "可交互属性"

#: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1
msgid "Transition Property"
msgstr "过渡属性"

#: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1
msgid "Target Graphic Property"
msgstr "目标图形属性"

#: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1
msgid "Color Block Property"
msgstr "色块属性"

#: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1
msgid "Sprite State Property"
msgstr "Sprite 状态属性"

#: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1
msgid "Anim Trigger Property"
msgstr "动漫触发属性"

#: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1
msgid "Navigation Property"
msgstr "导航属性"

#: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:1
msgid "Raw Image"
msgstr "原始图像"

#: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:1
msgid "Button"
msgstr "按钮"

#: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:1
msgid "Toggle"
msgstr "切换"

#: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:1
msgid "Slider"
msgstr "滑动条"

#: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:1
msgid "Scrollbar"
msgstr "滚动条"

#: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:1
msgid "Dropdown"
msgstr "下拉列表框"

#: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:1
msgid "Input Field"
msgstr "文本输入框"

#: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:1
msgid "Canvas"
msgstr "画布"

#: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:1
msgid "Panel"
msgstr "面板"

#: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:1
msgid "Scroll View"
msgstr "滚动视图"

#: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:1
msgid "Event System"
msgstr "事件系统"

#: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1
msgid "Is On Property"
msgstr "属性是开启的"

#: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1
msgid "Graphic Property"
msgstr "图形属性"

#: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1
msgid "Group Property"
msgstr "组属性"

#: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1
msgid "On Value Changed Property"
msgstr "值属性改变时"

#: Packages/com.unity.ugui/Editor/UI/InterceptedEventsPreview.cs:1
msgid "Intercepted Events"
msgstr "拦截的事件"

#: Packages/com.unity.ugui/Editor/UI/LayoutElementEditor.cs:1
msgid "Ignore Layout"
msgstr "忽略布局"

#: Packages/com.unity.ugui/Editor/UI/LayoutElementEditor.cs:1
msgid "Layout Priority"
msgstr "布局优先"

#: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1
msgid "Set Native Size"
msgstr "设置原生大小"

#: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1
msgid "Sets the size to match the content."
msgstr "设置尺寸以匹配内容。"

#: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1
msgid "Raycast Padding"
msgstr "射线投射填充"

#: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1
msgid "Maskable"
msgstr "可遮盖"

#: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Raycast Target"
msgstr "光线投射目标"

#: Packages/com.unity.ugui/Editor/UI/PropertyDrawers/FontDataDrawer.cs:1
msgid "Rich Text"
msgstr "富文本"

#: Packages/com.unity.ugui/Editor/UI/PropertyDrawers/FontDataDrawer.cs:1
msgid "Use emoticons and colors"
msgstr "使用表情符号和颜色"

#: Packages/com.unity.ugui/Editor/EventSystem/EventTriggerEditor.cs:1
msgid "Add New Event Type"
msgstr "添加新事件类型"

#: Packages/com.unity.ugui/Editor/EventSystem/EventTriggerEditor.cs:1
msgid "Callbacks Property"
msgstr "回调属性"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1
msgid "Invalid secondary Texture entries (without names or Textures) have been removed."
msgstr "已移除无效的辅助纹理条目（没有名称或纹理）。"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1
msgid "Every secondary Texture attached to the Sprite must have a unique name."
msgstr "附加到 Sprite 的每个辅助纹理都必须具有唯一的名称。"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1
msgid "The names _MainTex and _AlphaTex are reserved for internal use."
msgstr "名称 _MainTex 和 _AlphaTex 保留仅供内部使用。"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1
msgid "Generate"
msgstr "生成"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1
msgid "Generate new outline based on mesh detail value."
msgstr "根据网格细节值生成新的轮廓描边。"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1
msgid "Outline Tolerance"
msgstr "轮廓公差"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1
msgid "Sets how tight the outline should be from the sprite."
msgstr "设置轮廓与 sprite 的紧密程度。"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1
msgid "Snap points to nearest pixel"
msgstr "最近像素的吸附点"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1
msgid "Generating outline {0}/{1}"
msgstr "正在生成轮廓描边 {0}/{1}"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleView.cs:1
msgid "Trim"
msgstr "剪裁"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleView.cs:1
msgid "Trims selected rectangle (T)"
msgstr "剪裁选定的矩形（T）"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleBaseView.cs:1
msgid "Pivot Unit Mode"
msgstr "轴点单位模式"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpritePolygonModeModuleView.cs:1
msgid "Change Shape"
msgstr "更改形状"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "Square"
msgstr "正方形"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "Isometric Diamond"
msgstr "等距菱形"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "Hexagon Flat-Top"
msgstr "六边形平顶"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "Hexagon Pointed-Top"
msgstr "六边形尖顶"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "9-Sliced"
msgstr "9 切片"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "Physics Material 2D"
msgstr "物理材质 2D"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "2D Object"
msgstr "2D 对象"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "Hexagon - Flat Top"
msgstr "六边形 - 平顶"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "Hexagon - Pointed Top"
msgstr "六边形 - 尖顶"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "Static Sprite"
msgstr "静态精灵"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1
msgid "Dynamic Sprite"
msgstr "动态精灵"

#: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Sprite Mask"
msgstr "Sprite 遮罩"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1
msgid "Editing is disabled during play mode"
msgstr "播放模式中禁止编辑"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1
msgid "The asset was modified outside of Sprite Editor Window.\nDo you want to apply pending changes?"
msgstr "资源在“Sprite 编辑器窗口”之外被修改过。\n您想要应用挂起的更改吗？"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1
msgid "Unapplied import settings for '{0}'"
msgstr "'{0}’ 未应用导入设置"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1
msgid "No texture or sprite selected"
msgstr "没有选定纹理或精灵"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1
msgid "No Sprite Editor module available"
msgstr "无可用的“Sprite 编辑器”模块"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1
msgid "Unapplied module changes"
msgstr "未应用的模块更改"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1
msgid "You have unapplied changes from the current module"
msgstr "您有来自当前模块的未应用的更改"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1
msgid "Loading"
msgstr "加载中"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1
msgid "Loading Sprites {0}/{1}"
msgstr "正在加载 Sprites {0}/{1}"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "Delete Existing"
msgstr "删除现有"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "Delete all existing sprite assets before the slicing operation"
msgstr "在切片操作之前删除所有现有的 sprite 资源"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "Smart"
msgstr "聪明"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "Try to match existing sprite rects to sliced rects from the slicing operation"
msgstr "尝试将现有的 sprite rects 与切片操作中的切片 reits 相匹配"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "Safe"
msgstr "安全"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "Keep existing sprite rects intact"
msgstr "保持现有的精灵矩形不动"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "Method"
msgstr "方法"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "Column & Row"
msgstr "列 & 行"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "Pixel Size"
msgstr "像素大小"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "To obtain more accurate slicing results, manual slicing is recommended!"
msgstr "要获得更精确的切片结果，推荐使用手动切片。"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "Custom Pivot"
msgstr "自定义轴心"

#: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1
msgid "Keep Empty Rects"
msgstr "保留空的矩形"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintingState.cs:1
msgid "Unable to set invalid palette"
msgstr "无法设置无效的调色板"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:1
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/GridPaletteAddPopup.cs:1
msgid "Create New Palette"
msgstr "创建新调色板"

#: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:1
msgid "Hexagon Type"
msgstr "六边形类型"

#: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:1
msgid "Point Top"
msgstr "点顶"

#: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:1
msgid "Flat Top"
msgstr "平顶"

#: Packages/com.unity.2d.tilemap/Editor/GridSelectionEditor.cs:1
msgid "Grid Selection"
msgstr "网格选择"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Active Tilemap"
msgstr "活动瓦片地图"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Specifies the currently active Tilemap used for painting in the Scene View."
msgstr "指定在“场景视图”中用来进行绘制的当前活动瓦片地图。"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Toggle to edit current Tile Palette"
msgstr "用于编辑当前瓦片调色板的切换开关"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Edit*"
msgstr "编辑*"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Toggle to save edits for current Tile Palette"
msgstr "用于保存当前瓦片调色板的编辑工作的切换开关"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
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/GridPaintPaletteWindow.cs:1
msgid "Lock Z Position"
msgstr "锁定 Z 位置"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Toggle editing of Z position"
msgstr "切换 Z 位置编辑"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Z Position"
msgstr "Z 位置"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "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/GridPaintPaletteWindow.cs:1
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/GridPaintPaletteWindow.cs:1
msgid "Open in Prefab Mode"
msgstr "在预制件模式下打开"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Editing Tilemaps in Prefabs will have better performance if edited in Prefab Mode. Do you want to open it in Prefab Mode or edit it in the Scene?"
msgstr "在预制件模式下编辑预制件中的瓦片地图将获得更好的性能。要在预制件模式下将其打开还是在场景中对其进行编辑？"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Create a new palette in the dropdown above."
msgstr "在上面的下拉菜单中创建一个新的调色板。"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Drag Tile, Sprite or Sprite Texture assets here."
msgstr "把瓦”、Sprite 或 Sprite 纹理拖拽到此处。"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "This is an invalid palette. Did you delete the palette asset?"
msgstr "这是一个无效的调色板。您是否删除了调色板资源？"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "The palette has an invalid Grid. Did you add a Grid to the palette asset?"
msgstr "调色板的“网格”无效。您是否在调色板资源中添加了一个“网格”？"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Select Paint Target"
msgstr "选择绘制目标"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Select Palette Prefab"
msgstr "选择调色板预制件"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Select Tile Asset"
msgstr "选择瓦片资源"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Unlock Palette Editing"
msgstr "解锁调色板编辑"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Lock Palette Editing"
msgstr "锁定调色板编辑"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Focus On"
msgstr "焦点"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Tile Palette"
msgstr "平铺调色板"

#: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1
msgid "Editing Tilemaps in Prefabs will have better performance if edited in Prefab Mode."
msgstr "在预制件模式下编辑预制件中的瓦片地图将获得更好的性能。"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Tile set in tilemap"
msgstr "瓦片地图中的平铺设置"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Sprite set when tile is set in tilemap"
msgstr "在瓦片地图中设置瓦片时的 Sprite 集"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Color set when tile is set in tilemap"
msgstr "在瓦片地图中设置瓦片的色集"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Collider shape used for tile"
msgstr "瓦片使用的碰撞器形状"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Lock Color"
msgstr "锁定颜色"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Prevents tilemap from changing color of tile"
msgstr "防止瓦片地图更改瓦片的颜色"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Lock Transform"
msgstr "锁定变换"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Prevents tilemap from changing transform of tile"
msgstr "防止瓦片地图更改瓦片的转换"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Show Flood Fill Preview"
msgstr "显示洪水填充预览"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Whether a preview is shown while painting a Tilemap when Flood Fill mode is enabled"
msgstr "启用“洪水填充”模式、绘制瓦片地图时是否显示预览"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Grid Selection Properties"
msgstr "网格选择属性"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Modify Tilemap"
msgstr "修改瓦片地图"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Modify"
msgstr "修改"

#: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1
msgid "Delete Selection"
msgstr "删除选定项"

#: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:1
msgid "Rectangular"
msgstr "矩形"

#: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:1
msgid "Hexagonal Flat-Top"
msgstr "六边形平顶"

#: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:1
msgid "Hexagonal Pointed-Top"
msgstr "六边形尖顶"

#: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:1
msgid "Isometric"
msgstr "等距"

#: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:1
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:1
msgid "Hexagonal Flat Top Tilemap"
msgstr "六边形平顶瓦片地图"

#: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:1 Editor-Missing:Missing detected at runtime.
msgid "Isometric Tilemap"
msgstr "等距瓦片地图"

#: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:1
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:1
msgid "Hexagonal - Pointed-Top"
msgstr "六边形 - 尖顶"

#: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:1
msgid "Hexagonal - Flat-Top"
msgstr "六边形 - 平顶"

#: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:1
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: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/EditorApplication.cs:440
msgctxt "MenuItem./File/New Scene %n"
msgid "File"
msgstr "文件"

#: /Editor/Mono/EditorApplication.cs:440
msgctxt "MenuItem./File/New Scene %n"
msgid "New Scene %n"
msgstr "新建场景 %n"

#: /Editor/Mono/SceneHierarchyWindow.cs:300
msgctxt "MenuItem./Edit/Paste As Child %#V"
msgid "Paste As Child %#V"
msgstr "粘贴为子对象 %#V"

#: /Editor/Mono/EditorResources.cs:404
msgctxt "MenuItem./Theme/Refresh Styles &r"
msgid "Theme"
msgstr "主题"

#: /Editor/Mono/EditorResources.cs:404
msgctxt "MenuItem./Theme/Refresh Styles &r"
msgid "Refresh Styles &r"
msgstr "刷新样式 &r"

#: /Editor/Mono/EditorResources.cs:415
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:1238
msgctxt "MenuItem./Properties..."
msgid "Properties..."
msgstr "属性..."

#: /Editor/Mono/SceneHierarchy.cs:1918
msgctxt "MenuItem./DEVELOPER/Debug Mode - Hierarchy "
msgid "DEVELOPER"
msgstr "开发者"

#: /Editor/Mono/SceneHierarchy.cs:1918
msgctxt "MenuItem./DEVELOPER/Debug Mode - Hierarchy "
msgid "Debug Mode - Hierarchy "
msgstr "调试模式 - 层次结构"

#: /Editor/Mono/SceneHierarchy.cs:1919
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:1920
msgctxt "MenuItem./DEVELOPER/Debug Mode - Expanded State Persistence"
msgid "Debug Mode - Expanded State Persistence"
msgstr "调试模式 - 延长的状态持久性"

#: /Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs: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:433
msgctxt "MenuItem./Edit/Project Settings..."
msgid "Project Settings..."
msgstr "项目设置..."

#: /Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:36
msgctxt "MenuItem./Assets/Open C# Project"
msgid "Assets"
msgstr "资源"

#: /Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:36
msgctxt "MenuItem./Assets/Open C# Project"
msgid "Open C# Project"
msgstr "打开 C# 项目"

#: /Editor/Mono/SceneView/SceneView.cs:1670
msgctxt "MenuItem./GameObject/Set as first sibling %="
msgid "Set as first sibling %="
msgstr "置于同级首位 %="

#: /Editor/Mono/SceneView/SceneView.cs:1691
msgctxt "MenuItem./GameObject/Set as last sibling %-"
msgid "Set as last sibling %-"
msgstr "置于同级末位 %-"

#: /Editor/Mono/SceneView/SceneView.cs:1712
msgctxt "MenuItem./GameObject/Move To View %&f"
msgid "Move To View %&f"
msgstr "移动到视图 %&f"

#: /Editor/Mono/SceneView/SceneView.cs:1725
msgctxt "MenuItem./GameObject/Align With View %#f"
msgid "Align With View %#f"
msgstr "对齐视图 %#f"

#: /Editor/Mono/SceneView/SceneView.cs:1738
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:1751
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/ScriptExecutionOrderInspector.cs:121
msgctxt "MenuItem./CONTEXT/MonoManager/Reset"
msgid "MonoManager"
msgstr "MonoManager"

#: /Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:121
msgctxt "MenuItem./CONTEXT/MonoManager/Reset"
msgid "Reset"
msgstr "重置"

#: /Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:620
msgctxt "MenuItem./CONTEXT/AssemblyDefinitionImporter/Reset"
msgid "AssemblyDefinitionImporter"
msgstr "AssemblyDefinitionImporter"

#: /Editor/Mono/Inspector/MonoScriptInspector.cs:67
msgctxt "MenuItem./CONTEXT/MonoImporter/Reset"
msgid "MonoImporter"
msgstr "MonoImporter"

#: /Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:120
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 "写入所有资源"

#: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:348
msgctxt "MenuItem./CONTEXT/Avatar/Reset"
msgid "Avatar"
msgstr "Avatar"

#: /Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:61
msgctxt "MenuItem./CONTEXT/Component/Find References In Scene"
msgid "Component"
msgstr "组件"

#: /Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:61
msgctxt "MenuItem./CONTEXT/Component/Find References In Scene"
msgid "Find References In Scene"
msgstr "在场景中查找引用"

#: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:185
msgctxt "MenuItem./Assets/Create/GUI Skin"
msgid "Create"
msgstr "创建"

#: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:185
msgctxt "MenuItem./Assets/Create/GUI Skin"
msgid "GUI Skin"
msgstr "GUI 蒙皮"

#: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:277
msgctxt "MenuItem./Assets/Create/Prefab Variant"
msgid "Prefab Variant"
msgstr "预制件变体"

#: /Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:39
msgctxt "MenuItem./Window/Rendering/Light Explorer"
msgid "Rendering"
msgstr "渲染"

#: /Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:39
msgctxt "MenuItem./Window/Rendering/Light Explorer"
msgid "Light Explorer"
msgstr "光照浏览器"

#: /Editor/Mono/SceneModeWindows/NavigationWindow.cs:109
msgctxt "MenuItem./Window/AI/Navigation"
msgid "AI"
msgstr "AI"

#: /Editor/Mono/SceneModeWindows/NavigationWindow.cs:109
msgctxt "MenuItem./Window/AI/Navigation"
msgid "Navigation"
msgstr "导航"

#: /Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:109
msgctxt "MenuItem./Window/Rendering/Occlusion Culling"
msgid "Occlusion Culling"
msgstr "遮挡剔除"

#: /Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:71
msgctxt "MenuItem./Window/Analysis/Physics Debugger"
msgid "Physics Debugger"
msgstr "物理调试器"

#: /Editor/Mono/SceneModeWindows/LightingWindow.cs:605
msgctxt "MenuItem./Window/Rendering/Lighting"
msgid "Lighting"
msgstr "光照"

#: /Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:477
msgctxt "MenuItem./CONTEXT/AnimationWindowEvent/Reset"
msgid "AnimationWindowEvent"
msgstr "AnimationWindowEvent"

#: /Editor/Mono/Undo/UndoWindow.cs:24
msgctxt "MenuItem./Window/Internal/Undo"
msgid "Internal"
msgstr "内部"

#: /Editor/Mono/Undo/UndoWindow.cs:24
msgctxt "MenuItem./Window/Internal/Undo"
msgid "Undo"
msgstr "撤消"

#: /Editor/Mono/PerformanceTools/FrameDebugger.cs:378
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:470
msgctxt "MenuItem./Window/Layouts"
msgid "Layouts"
msgstr "布局"

#: /Editor/Mono/GUI/WindowLayout.cs:505
msgctxt "MenuItem./Window/Layouts/Save Layout..."
msgid "Save Layout..."
msgstr "保存布局..."

#: /Editor/Mono/GUI/WindowLayout.cs:506
msgctxt "MenuItem./Window/Layouts/Delete Layout..."
msgid "Delete Layout..."
msgstr "删除布局..."

#: /Editor/Mono/GUI/WindowLayout.cs:507
msgctxt "MenuItem./Window/Layouts/Revert Factory Settings..."
msgid "Revert Factory Settings..."
msgstr "恢复出厂设置..."

#: /Editor/Mono/GUI/WindowLayout.cs:509
msgctxt "MenuItem./Window/Layouts/More/Save to disk..."
msgid "More"
msgstr "更多"

#: /Editor/Mono/GUI/WindowLayout.cs:509
msgctxt "MenuItem./Window/Layouts/More/Save to disk..."
msgid "Save to disk..."
msgstr "保存到磁盘..."

#: /Editor/Mono/GUI/WindowLayout.cs:510
msgctxt "MenuItem./Window/Layouts/More/Load from disk..."
msgid "Load from disk..."
msgstr "从磁盘加载..."

#: /Editor/Mono/GUI/WindowLayout.cs:1557
msgctxt "MenuItem./Window/General/Scene %1"
msgid "General"
msgstr "常规"

#: /Editor/Mono/GUI/WindowLayout.cs:1557
msgctxt "MenuItem./Window/General/Scene %1"
msgid "Scene %1"
msgstr "场景 %1"

#: /Editor/Mono/GUI/WindowLayout.cs:1563
msgctxt "MenuItem./Window/General/Game %2"
msgid "Game %2"
msgstr "游戏 %2"

#: /Editor/Mono/GUI/WindowLayout.cs:1569
msgctxt "MenuItem./Window/General/Inspector %3"
msgid "Inspector %3"
msgstr "检查器 %3"

#: /Editor/Mono/GUI/WindowLayout.cs:1575
msgctxt "MenuItem./Window/General/Hierarchy %4"
msgid "Hierarchy %4"
msgstr "层级 %4"

#: /Editor/Mono/GUI/WindowLayout.cs:1581
msgctxt "MenuItem./Window/General/Project %5"
msgid "Project %5"
msgstr "项目 %5"

#: /Editor/Mono/GUI/WindowLayout.cs:1587
msgctxt "MenuItem./Window/Animation/Animation %6"
msgid "Animation"
msgstr "动画"

#: /Editor/Mono/GUI/WindowLayout.cs:1587
msgctxt "MenuItem./Window/Animation/Animation %6"
msgid "Animation %6"
msgstr "动画 %6"

#: /Editor/Mono/GUI/WindowLayout.cs:1593
msgctxt "MenuItem./Window/Audio/Audio Mixer %8"
msgid "Audio"
msgstr "音频"

#: /Editor/Mono/GUI/WindowLayout.cs:1593
msgctxt "MenuItem./Window/Audio/Audio Mixer %8"
msgid "Audio Mixer %8"
msgstr "音频混合器 %8"

#: /Editor/Mono/GUI/WindowLayout.cs:1600
msgctxt "MenuItem./Window/Version Control"
msgid "Version Control"
msgstr "版本控制"

#: /Editor/Mono/GUI/WindowLayout.cs:1606
msgctxt "MenuItem./Window/General/Console %#c"
msgid "Console %#c"
msgstr "控制台 %#c"

#: /Editor/Mono/GUI/Tools/EditorToolWindow.cs:48
msgctxt "MenuItem./Window/General/Active Tool"
msgid "Active Tool"
msgstr "活动工具"

#: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:358
msgctxt "MenuItem./Window/Unity Connect/Clear Access Token"
msgid "Unity Connect"
msgstr "Unity Connect"

#: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:358
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:364
msgctxt "MenuItem./Window/Unity Connect/Computer GoesToSleep"
msgid "Computer GoesToSleep"
msgstr "计算机 GoesToSleep"

#: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:370
msgctxt "MenuItem./Window/Unity Connect/Computer DidWakeUp"
msgid "Computer DidWakeUp"
msgstr "计算机 DidWakeUp"

#: /Editor/Mono/Commands/GOCreationCommands.cs:69
msgctxt "MenuItem./GameObject/Create Empty %#n"
msgid "Create Empty %#n"
msgstr "创建空对象 %#n"

#: /Editor/Mono/Commands/GOCreationCommands.cs:76
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:98
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:202
msgctxt "MenuItem./GameObject/3D Object/Cube"
msgid "Cube"
msgstr "立方体"

#: /Editor/Mono/Commands/GOCreationCommands.cs:208
msgctxt "MenuItem./GameObject/3D Object/Sphere"
msgid "Sphere"
msgstr "球体"

#: /Editor/Mono/Commands/GOCreationCommands.cs:214
msgctxt "MenuItem./GameObject/3D Object/Capsule"
msgid "Capsule"
msgstr "胶囊"

#: /Editor/Mono/Commands/GOCreationCommands.cs:220
msgctxt "MenuItem./GameObject/3D Object/Cylinder"
msgid "Cylinder"
msgstr "圆柱"

#: /Editor/Mono/Commands/GOCreationCommands.cs:226
msgctxt "MenuItem./GameObject/3D Object/Plane"
msgid "Plane"
msgstr "平面"

#: /Editor/Mono/Commands/GOCreationCommands.cs:232
msgctxt "MenuItem./GameObject/3D Object/Quad"
msgid "Quad"
msgstr "四边形"

#: /Editor/Mono/Commands/GOCreationCommands.cs:238
msgctxt "MenuItem./GameObject/Light/Directional Light"
msgid "Light"
msgstr "灯光"

#: /Editor/Mono/Commands/GOCreationCommands.cs:238
msgctxt "MenuItem./GameObject/Light/Directional Light"
msgid "Directional Light"
msgstr "定向光"

#: /Editor/Mono/Commands/GOCreationCommands.cs:251
msgctxt "MenuItem./GameObject/Light/Point Light"
msgid "Point Light"
msgstr "点光源"

#: /Editor/Mono/Commands/GOCreationCommands.cs:262
msgctxt "MenuItem./GameObject/Light/Spotlight"
msgid "Spotlight"
msgstr "聚光灯"

#: /Editor/Mono/Commands/GOCreationCommands.cs:274
msgctxt "MenuItem./GameObject/Light/Area Light"
msgid "Area Light"
msgstr "区域光"

#: /Editor/Mono/Commands/GOCreationCommands.cs:287
msgctxt "MenuItem./GameObject/Light/Reflection Probe"
msgid "Reflection Probe"
msgstr "反射探测器"

#: /Editor/Mono/Commands/GOCreationCommands.cs:294
msgctxt "MenuItem./GameObject/Light/Light Probe Group"
msgid "Light Probe Group"
msgstr "光照探测器组"

#: /Editor/Mono/Commands/GOCreationCommands.cs:301
msgctxt "MenuItem./GameObject/Audio/Audio Source"
msgid "Audio Source"
msgstr "音频源"

#: /Editor/Mono/Commands/GOCreationCommands.cs:308
msgctxt "MenuItem./GameObject/Audio/Audio Reverb Zone"
msgid "Audio Reverb Zone"
msgstr "音频混响区域"

#: /Editor/Mono/Commands/GOCreationCommands.cs:315
msgctxt "MenuItem./GameObject/Video/Video Player"
msgid "Video"
msgstr "视频"

#: /Editor/Mono/Commands/GOCreationCommands.cs:315
msgctxt "MenuItem./GameObject/Video/Video Player"
msgid "Video Player"
msgstr "视频播放器"

#: /Editor/Mono/Commands/GOCreationCommands.cs:322
msgctxt "MenuItem./GameObject/Effects/Particle System"
msgid "Effects"
msgstr "效果"

#: /Editor/Mono/Commands/GOCreationCommands.cs:322
msgctxt "MenuItem./GameObject/Effects/Particle System"
msgid "Particle System"
msgstr "粒子系统"

#: /Editor/Mono/Commands/GOCreationCommands.cs:334
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:341
msgctxt "MenuItem./GameObject/Effects/Trail"
msgid "Trail"
msgstr "拖尾"

#: /Editor/Mono/Commands/GOCreationCommands.cs:350
msgctxt "MenuItem./GameObject/Effects/Line"
msgid "Line"
msgstr "线"

#: /Editor/Mono/Commands/GOCreationCommands.cs:362
msgctxt "MenuItem./GameObject/Camera"
msgid "Camera"
msgstr "摄像机"

#: /Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:378
msgctxt "MenuItem./Test/GenerateRegisterInternalCalls"
msgid "Test"
msgstr "测试"

#: /Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:378
msgctxt "MenuItem./Test/GenerateRegisterInternalCalls"
msgid "GenerateRegisterInternalCalls"
msgstr "GenerateRegisterInternalCalls"

#: /Editor/Mono/AssetStore/AssetStoreWindow.cs:12
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:327
msgctxt "MenuItem./CONTEXT/Transform/Copy Position"
msgid "Transform"
msgstr "变换"

#: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:327
msgctxt "MenuItem./CONTEXT/Transform/Copy Position"
msgid "Copy Position"
msgstr "复制位置"

#: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:336
msgctxt "MenuItem./CONTEXT/Transform/Paste Position"
msgid "Paste Position"
msgstr "粘贴位置"

#: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:353
msgctxt "MenuItem./CONTEXT/Transform/Copy Rotation"
msgid "Copy Rotation"
msgstr "复制旋转"

#: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:362
msgctxt "MenuItem./CONTEXT/Transform/Paste Rotation"
msgid "Paste Rotation"
msgstr "粘贴旋转"

#: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:382
msgctxt "MenuItem./CONTEXT/Transform/Copy Scale"
msgid "Copy Scale"
msgstr "复制缩放"

#: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:391
msgctxt "MenuItem./CONTEXT/Transform/Paste Scale"
msgid "Paste Scale"
msgstr "粘贴缩放"

#: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:408
msgctxt "MenuItem./CONTEXT/Transform/Copy World Placement"
msgid "Copy World Placement"
msgstr "复制世界布局"

#: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:417
msgctxt "MenuItem./CONTEXT/Transform/Paste World Placement"
msgid "Paste World Placement"
msgstr "粘贴世界布局"

#: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:51
msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Remove"
msgid "StateMachineBehaviour"
msgstr "StateMachineBehaviour"

#: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:51
msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Remove"
msgid "Remove"
msgstr "移除"

#: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:89
msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Move Up"
msgid "Move Up"
msgstr "向上移动"

#: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:143
msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Move Down"
msgid "Move Down"
msgstr "向下移动"

#: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:258
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/MenuControllerTests.cpp:106
msgctxt "MenuItem./GameObject/Create Empty"
msgid "Create Empty"
msgstr "创建空对象"

#: /Editor/Src/MenuControllerTests.cpp:110
msgctxt "MenuItem./GameObject/Align With View"
msgid "Align With View"
msgstr "对齐视图"

#: /Editor/Src/EditorWindowController.cpp:97
msgctxt "MenuItem./Window/Next Window"
msgid "Next Window"
msgstr "下一个窗口"

#: /Editor/Src/EditorWindowController.cpp:98
msgctxt "MenuItem./Window/Previous Window"
msgid "Previous Window"
msgstr "上一个窗口"

#: /Editor/Src/EditorWindowController.cpp:100
msgctxt "MenuItem./Window/Asset Management/Version Control"
msgid "Asset Management"
msgstr "资源管理"

#: /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:183
msgctxt "MenuItem./CONTEXT/ShaderPopup"
msgid "ShaderPopup"
msgstr "ShaderPopup"

#: /Editor/Src/GI/Progressive/RecompileShadersRegisterMenu.cpp:31
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:2261
msgctxt "MenuItem./Tools/Regenerate All Icons with Mips"
msgid "Tools"
msgstr "工具"

#: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2261
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:2262
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:2265
msgctxt "MenuItem./Assets/Recompile Editor Code and Modules"
msgid "Recompile Editor Code and Modules"
msgstr "重新编译编辑器代码和模块"

#: /Editor/Src/Commands/AssetsDebugMenu.cpp:48
msgctxt "MenuItem./Assets/Debug/Open Imported Asset"
msgid "Debug"
msgstr "调试"

#: /Editor/Src/Commands/AssetsDebugMenu.cpp:48
msgctxt "MenuItem./Assets/Debug/Open Imported Asset"
msgid "Open Imported Asset"
msgstr "打开导入的资源"

#: /Editor/Src/Commands/HelpMenu.cpp:80
msgctxt "MenuItem./Help/Unity Manual"
msgid "Help"
msgstr "帮助"

#: /Editor/Src/Commands/HelpMenu.cpp:80
msgctxt "MenuItem./Help/Unity Manual"
msgid "Unity Manual"
msgstr "Unity 用户手册"

#: /Editor/Src/Commands/HelpMenu.cpp:81
msgctxt "MenuItem./Help/Scripting Reference"
msgid "Scripting Reference"
msgstr "脚本参考"

#: /Editor/Src/Commands/HelpMenu.cpp:139
msgctxt "MenuItem./Help/About Unity"
msgid "About Unity"
msgstr "关于 Unity"

#: /Editor/Src/Commands/HelpMenu.cpp:143
msgctxt "MenuItem./Help/Premium Expert Help - Beta"
msgid "Premium Expert Help - Beta"
msgstr "高级专家帮助 - 测试版"

#: /Editor/Src/Commands/HelpMenu.cpp:144
msgctxt "MenuItem./Help/Unity Services"
msgid "Unity Services"
msgstr "Unity 服务"

#: /Editor/Src/Commands/HelpMenu.cpp:145
msgctxt "MenuItem./Help/Unity Forum"
msgid "Unity Forum"
msgstr "Unity 论坛"

#: /Editor/Src/Commands/HelpMenu.cpp:146
msgctxt "MenuItem./Help/Unity Answers"
msgid "Unity Answers"
msgstr "Unity 问答"

#: /Editor/Src/Commands/HelpMenu.cpp:147
msgctxt "MenuItem./Help/Unity Feedback"
msgid "Unity Feedback"
msgstr "Unity 反馈"

#: /Editor/Src/Commands/HelpMenu.cpp:149
msgctxt "MenuItem./Help/Check for Updates"
msgid "Check for Updates"
msgstr "检查更新"

#: /Editor/Src/Commands/HelpMenu.cpp:150
msgctxt "MenuItem./Help/Download Beta..."
msgid "Download Beta..."
msgstr "下载测试版..."

#: /Editor/Src/Commands/HelpMenu.cpp:153
msgctxt "MenuItem./Help/Manage License"
msgid "Manage License"
msgstr "管理许可"

#: /Editor/Src/Commands/HelpMenu.cpp:156
msgctxt "MenuItem./Help/Release Notes"
msgid "Release Notes"
msgstr "发行说明"

#: /Editor/Src/Commands/HelpMenu.cpp:157
msgctxt "MenuItem./Help/Software Licenses"
msgid "Software Licenses"
msgstr "软件许可"

#: /Editor/Src/Commands/HelpMenu.cpp:158
msgctxt "MenuItem./Help/Report a Bug..."
msgid "Report a Bug..."
msgstr "报告问题..."

#: /Editor/Src/Commands/CloudMenu.cpp:45
msgctxt "MenuItem./Edit/Sign in..."
msgid "Sign in..."
msgstr "登录..."

#: /Editor/Src/Commands/CloudMenu.cpp:46
msgctxt "MenuItem./Edit/Sign out"
msgid "Sign out"
msgstr "注销..."

#: /Editor/Src/Commands/PlayMenu.cpp:38
msgctxt "MenuItem./Edit/Play"
msgid "Play"
msgstr "播放"

#: /Editor/Src/Commands/PlayMenu.cpp:39
msgctxt "MenuItem./Edit/Pause"
msgid "Pause"
msgstr "暂停"

#: /Editor/Src/Commands/PlayMenu.cpp:40
msgctxt "MenuItem./Edit/Step"
msgid "Step"
msgstr "步骤"

#: /Editor/Src/Commands/SaveSelection.cpp:47
msgctxt "MenuItem./Edit/Selection/Load Selection 1"
msgid "Selection"
msgstr "选择"

#: /Editor/Src/Commands/SaveSelection.cpp:47
msgctxt "MenuItem./Edit/Selection/Load Selection 1"
msgid "Load Selection 1"
msgstr "载入选择 1"

#: /Editor/Src/Commands/SaveSelection.cpp:48
msgctxt "MenuItem./Edit/Selection/Load Selection 2"
msgid "Load Selection 2"
msgstr "载入选择 2"

#: /Editor/Src/Commands/SaveSelection.cpp:49
msgctxt "MenuItem./Edit/Selection/Load Selection 3"
msgid "Load Selection 3"
msgstr "载入选择 3"

#: /Editor/Src/Commands/SaveSelection.cpp:50
msgctxt "MenuItem./Edit/Selection/Load Selection 4"
msgid "Load Selection 4"
msgstr "载入选择 4"

#: /Editor/Src/Commands/SaveSelection.cpp:51
msgctxt "MenuItem./Edit/Selection/Load Selection 5"
msgid "Load Selection 5"
msgstr "载入选择 5"

#: /Editor/Src/Commands/SaveSelection.cpp:52
msgctxt "MenuItem./Edit/Selection/Load Selection 6"
msgid "Load Selection 6"
msgstr "载入选择 6"

#: /Editor/Src/Commands/SaveSelection.cpp:53
msgctxt "MenuItem./Edit/Selection/Load Selection 7"
msgid "Load Selection 7"
msgstr "载入选择 7"

#: /Editor/Src/Commands/SaveSelection.cpp:54
msgctxt "MenuItem./Edit/Selection/Load Selection 8"
msgid "Load Selection 8"
msgstr "载入选择 8"

#: /Editor/Src/Commands/SaveSelection.cpp:55
msgctxt "MenuItem./Edit/Selection/Load Selection 9"
msgid "Load Selection 9"
msgstr "载入选择 9"

#: /Editor/Src/Commands/SaveSelection.cpp:56
msgctxt "MenuItem./Edit/Selection/Load Selection 0"
msgid "Load Selection 0"
msgstr "载入选择 0"

#: /Editor/Src/Commands/SaveSelection.cpp:57
msgctxt "MenuItem./Edit/Selection/Save Selection 1"
msgid "Save Selection 1"
msgstr "保存选择 1"

#: /Editor/Src/Commands/SaveSelection.cpp:58
msgctxt "MenuItem./Edit/Selection/Save Selection 2"
msgid "Save Selection 2"
msgstr "保存选择 2"

#: /Editor/Src/Commands/SaveSelection.cpp:59
msgctxt "MenuItem./Edit/Selection/Save Selection 3"
msgid "Save Selection 3"
msgstr "保存选择 3"

#: /Editor/Src/Commands/SaveSelection.cpp:60
msgctxt "MenuItem./Edit/Selection/Save Selection 4"
msgid "Save Selection 4"
msgstr "保存选择 4"

#: /Editor/Src/Commands/SaveSelection.cpp:61
msgctxt "MenuItem./Edit/Selection/Save Selection 5"
msgid "Save Selection 5"
msgstr "保存选择 5"

#: /Editor/Src/Commands/SaveSelection.cpp:62
msgctxt "MenuItem./Edit/Selection/Save Selection 6"
msgid "Save Selection 6"
msgstr "保存选择 6"

#: /Editor/Src/Commands/SaveSelection.cpp:63
msgctxt "MenuItem./Edit/Selection/Save Selection 7"
msgid "Save Selection 7"
msgstr "保存选择 7"

#: /Editor/Src/Commands/SaveSelection.cpp:64
msgctxt "MenuItem./Edit/Selection/Save Selection 8"
msgid "Save Selection 8"
msgstr "保存选择 8"

#: /Editor/Src/Commands/SaveSelection.cpp:65
msgctxt "MenuItem./Edit/Selection/Save Selection 9"
msgid "Save Selection 9"
msgstr "保存选择 9"

#: /Editor/Src/Commands/SaveSelection.cpp:66
msgctxt "MenuItem./Edit/Selection/Save Selection 0"
msgid "Save Selection 0"
msgstr "保存选择 0"

#: /Editor/Src/Commands/AssetsMenu.cpp:1128
msgctxt "MenuItem./Assets/Create/Folder"
msgid "Folder"
msgstr "文件夹"

#: /Editor/Src/Commands/AssetsMenu.cpp:1149
msgctxt "MenuItem./Assets/Create/Scene"
msgid "Scene"
msgstr "场景"

#: /Editor/Src/Commands/AssetsMenu.cpp:1152
msgctxt "MenuItem./Assets/Create/Material"
msgid "Material"
msgstr "材质"

#: /Editor/Src/Commands/AssetsMenu.cpp:1153
msgctxt "MenuItem./Assets/Create/Lens Flare"
msgid "Lens Flare"
msgstr "镜头眩光"

#: /Editor/Src/Commands/AssetsMenu.cpp:1154
msgctxt "MenuItem./Assets/Create/Render Texture"
msgid "Render Texture"
msgstr "渲染器纹理"

#: /Editor/Src/Commands/AssetsMenu.cpp:1156
msgctxt "MenuItem./Assets/Create/Lightmap Parameters"
msgid "Lightmap Parameters"
msgstr "光照贴图参数"

#: /Editor/Src/Commands/AssetsMenu.cpp:1157
msgctxt "MenuItem./Assets/Create/Lighting Settings"
msgid "Lighting Settings"
msgstr "光照设置"

#: /Editor/Src/Commands/AssetsMenu.cpp:1159
msgctxt "MenuItem./Assets/Create/Custom Render Texture"
msgid "Custom Render Texture"
msgstr "自定义渲染纹理"

#: /Editor/Src/Commands/AssetsMenu.cpp:1162
msgctxt "MenuItem./Assets/Create/Animator Controller"
msgid "Animator Controller"
msgstr "动画器控制器"

#: /Editor/Src/Commands/AssetsMenu.cpp:1164
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:1165
msgctxt "MenuItem./Assets/Create/Avatar Mask"
msgid "Avatar Mask"
msgstr "Avatar 遮罩"

#: /Editor/Src/Commands/AssetsMenu.cpp:1168
msgctxt "MenuItem./Assets/Create/Physic Material"
msgid "Physic Material"
msgstr "物理材质"

#: /Editor/Src/Commands/AssetsMenu.cpp:1172
msgctxt "MenuItem./Assets/Create/Custom Font"
msgid "Custom Font"
msgstr "自定义字体"

#: /Editor/Src/Commands/AssetsMenu.cpp:1173
msgctxt "MenuItem./Assets/Create/Shader/Shader Variant Collection"
msgid "Shader"
msgstr "着色器"

#: /Editor/Src/Commands/AssetsMenu.cpp:1173
msgctxt "MenuItem./Assets/Create/Shader/Shader Variant Collection"
msgid "Shader Variant Collection"
msgstr "着色器变体集"

#: /Editor/Src/Commands/AssetsMenu.cpp:1176
msgctxt "MenuItem./Assets/Create/Legacy/Cubemap"
msgid "Legacy"
msgstr "旧版"

#: /Editor/Src/Commands/AssetsMenu.cpp:1176
msgctxt "MenuItem./Assets/Create/Legacy/Cubemap"
msgid "Cubemap"
msgstr "立方体贴图"

#: /Editor/Src/Commands/AssetsMenu.cpp:1178
msgctxt "MenuItem./Assets/Create/Audio Mixer"
msgid "Audio Mixer"
msgstr "音频混合器"

#: /Editor/Src/Commands/AssetsMenu.cpp:1184
msgctxt "MenuItem./Assets/Open"
msgid "Open"
msgstr "打开"

#: /Editor/Src/Commands/AssetsMenu.cpp:1186
msgctxt "MenuItem./Assets/Delete"
msgid "Delete"
msgstr "删除"

#: /Editor/Src/Commands/AssetsMenu.cpp:1188
msgctxt "MenuItem./Assets/Rename"
msgid "Rename"
msgstr "重命名"

#: /Editor/Src/Commands/AssetsMenu.cpp:1190
msgctxt "MenuItem./Assets/Copy Path"
msgid "Copy Path"
msgstr "复制路径"

#: /Editor/Src/Commands/AssetsMenu.cpp:1195
msgctxt "MenuItem./Assets/Open Scene Additive"
msgid "Open Scene Additive"
msgstr "打开附加场景"

#: /Editor/Src/Commands/AssetsMenu.cpp:1199
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:1203
msgctxt "MenuItem./Assets/Import New Asset..."
msgid "Import New Asset..."
msgstr "导入新资源..."

#: /Editor/Src/Commands/AssetsMenu.cpp:1204
msgctxt "MenuItem./Assets/Import Package/Custom Package..."
msgid "Import Package"
msgstr "导入包"

#: /Editor/Src/Commands/AssetsMenu.cpp:1204
msgctxt "MenuItem./Assets/Import Package/Custom Package..."
msgid "Custom Package..."
msgstr "自定义包..."

#: /Editor/Src/Commands/AssetsMenu.cpp:1208
msgctxt "MenuItem./Assets/Library/Reveal in Library folder"
msgid "Library"
msgstr "库"

#: /Editor/Src/Commands/AssetsMenu.cpp:1208
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:1209
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:1239
msgctxt "MenuItem./Assets/Export Package..."
msgid "Export Package..."
msgstr "导出包..."

#: /Editor/Src/Commands/AssetsMenu.cpp:1240
msgctxt "MenuItem./Assets/Select Dependencies"
msgid "Select Dependencies"
msgstr "选择依赖对象"

#: /Editor/Src/Commands/AssetsMenu.cpp:1243
msgctxt "MenuItem./Assets/Refresh"
msgid "Refresh"
msgstr "刷新"

#: /Editor/Src/Commands/AssetsMenu.cpp:1244
msgctxt "MenuItem./Assets/Reimport"
msgid "Reimport"
msgstr "重新导入"

#: /Editor/Src/Commands/AssetsMenu.cpp:1248
msgctxt "MenuItem./Assets/Reimport All"
msgid "Reimport All"
msgstr "重新导入所有"

#: /Editor/Src/Commands/AssetsMenu.cpp:1252
msgctxt "MenuItem./Assets/Extract From Prefab"
msgid "Extract From Prefab"
msgstr "从预制件中提取"

#: /Editor/Src/Commands/AssetsMenu.cpp:1257
msgctxt "MenuItem./Assets/Internal/Create A Ton of Test Assets"
msgid "Create A Ton of Test Assets"
msgstr "创建大量测试资源"

#: /Editor/Src/Commands/AssetsMenu.cpp:1258
msgctxt "MenuItem./Assets/Clear Shader Cache"
msgid "Clear Shader Cache"
msgstr "清除着色器缓存"

#: /Editor/Src/Commands/EditMenu.cpp:83
msgctxt "MenuItem./Edit/Redo"
msgid "Redo"
msgstr "重做"

#: /Editor/Src/Commands/EditMenu.cpp:85
msgctxt "MenuItem./Edit/Select All"
msgid "Select All"
msgstr "全选"

#: /Editor/Src/Commands/EditMenu.cpp:87
msgctxt "MenuItem./Edit/Cut"
msgid "Cut"
msgstr "剪切"

#: /Editor/Src/Commands/EditMenu.cpp:88
msgctxt "MenuItem./Edit/Copy"
msgid "Copy"
msgstr "复制"

#: /Editor/Src/Commands/EditMenu.cpp:89
msgctxt "MenuItem./Edit/Paste"
msgid "Paste"
msgstr "粘贴"

#: /Editor/Src/Commands/EditMenu.cpp:91
msgctxt "MenuItem./Edit/Duplicate"
msgid "Duplicate"
msgstr "复制"

#: /Editor/Src/Commands/EditMenu.cpp:95
msgctxt "MenuItem./Edit/Frame Selected"
msgid "Frame Selected"
msgstr "选择的帧"

#: /Editor/Src/Commands/EditMenu.cpp:96
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:97
msgctxt "MenuItem./Edit/Find"
msgid "Find"
msgstr "查找"

#: /Editor/Src/Commands/EditMenu.cpp:99
msgctxt "MenuItem./Edit/Preferences..."
msgid "Preferences..."
msgstr "首选项..."

#: /Editor/Src/Commands/EditMenu.cpp:100
msgctxt "MenuItem./Edit/Shortcuts..."
msgid "Shortcuts..."
msgstr "快捷方式..."

#: /Editor/Src/Commands/FileMenu.cpp:108
msgctxt "MenuItem./File/Open Scene"
msgid "Open Scene"
msgstr "打开场景"

#: /Editor/Src/Commands/FileMenu.cpp:110
msgctxt "MenuItem./File/Save"
msgid "Save"
msgstr "保存"

#: /Editor/Src/Commands/FileMenu.cpp:111
msgctxt "MenuItem./File/Save As..."
msgid "Save As..."
msgstr "另存为..."

#: /Editor/Src/Commands/FileMenu.cpp:113
msgctxt "MenuItem./File/New Project..."
msgid "New Project..."
msgstr "新建项目..."

#: /Editor/Src/Commands/FileMenu.cpp:114
msgctxt "MenuItem./File/Open Project..."
msgid "Open Project..."
msgstr "打开项目..."

#: /Editor/Src/Commands/FileMenu.cpp:115
msgctxt "MenuItem./File/Save Project"
msgid "Save Project"
msgstr "保存项目"

#: /Editor/Src/Commands/FileMenu.cpp:117
msgctxt "MenuItem./File/Build Settings..."
msgid "Build Settings..."
msgstr "生成设置..."

#: /Editor/Src/Commands/FileMenu.cpp:118
msgctxt "MenuItem./File/Build And Run"
msgid "Build And Run"
msgstr "构建和运行"

#: /Editor/Src/Commands/FileMenu.cpp:127
msgctxt "MenuItem./File/Close"
msgid "Close"
msgstr "关闭"

#: /Editor/Src/Commands/FileMenu.cpp:131
msgctxt "MenuItem./File/Exit"
msgid "Exit"
msgstr "退出"

#: /Editor/Src/Commands/GOPlacement.cpp:77
msgctxt "MenuItem./GameObject/Center On Children"
msgid "Center On Children"
msgstr "对齐到子对象中心"

#: /Editor/Src/Commands/GOParent.cpp:110
msgctxt "MenuItem./GameObject/Make Parent"
msgid "Make Parent"
msgstr "创建父级"

#: /Editor/Src/Commands/GOParent.cpp:111
msgctxt "MenuItem./GameObject/Clear Parent"
msgid "Clear Parent"
msgstr "清除父对象"

#: /Editor/Src/Commands/TestMenu.cpp:63
msgctxt "MenuItem./Tests/Scene-based RuntimeTest/Create"
msgid "Tests"
msgstr "测试"

#: /Editor/Src/Commands/TestMenu.cpp:63
msgctxt "MenuItem./Tests/Scene-based RuntimeTest/Create"
msgid "Scene-based RuntimeTest"
msgstr "基于场景的 RuntimeTest"

#: /Editor/Src/Commands/MiscContextMenus.cpp:115
msgctxt "MenuItem./CONTEXT/Object/Reset"
msgid "Object"
msgstr "对象"

#: /Editor/Src/Commands/MiscContextMenus.cpp:116
msgctxt "MenuItem./CONTEXT/MonoBehaviour/Edit Script"
msgid "MonoBehaviour"
msgstr "MonoBehaviour"

#: /Editor/Src/Commands/MiscContextMenus.cpp:116
msgctxt "MenuItem./CONTEXT/MonoBehaviour/Edit Script"
msgid "Edit Script"
msgstr "编辑脚本"

#: /Editor/Src/Commands/MiscContextMenus.cpp:117
msgctxt "MenuItem./CONTEXT/Component/Remove Component"
msgid "Remove Component"
msgstr "移除组件"

#: /Editor/Src/Commands/MiscContextMenus.cpp:118
msgctxt "MenuItem./CONTEXT/GameObject/Select Prefab"
msgid "Select Prefab"
msgstr "选择预制件"

#: /Editor/Src/Commands/MiscContextMenus.cpp:122
msgctxt "MenuItem./CONTEXT/Component/Copy Component"
msgid "Copy Component"
msgstr "复制组件"

#: /Editor/Src/Commands/MiscContextMenus.cpp:123
msgctxt "MenuItem./CONTEXT/Component/Paste Component As New"
msgid "Paste Component As New"
msgstr "粘贴为新组件"

#: /Editor/Src/Commands/MiscContextMenus.cpp:124
msgctxt "MenuItem./CONTEXT/Component/Paste Component Values"
msgid "Paste Component Values"
msgstr "粘贴组件值"

#: /Editor/Src/Commands/AnimatorHelper.cpp:106
msgctxt "MenuItem./CONTEXT/Animator/Optimize Transform Hierarchy"
msgid "Optimize Transform Hierarchy"
msgstr "优化变换层级"

#: /Editor/Src/Commands/AnimatorHelper.cpp:107
msgctxt "MenuItem./CONTEXT/Animator/Deoptimize Transform Hierarchy"
msgid "Deoptimize Transform Hierarchy"
msgstr "取消变换层级优化"

#: /Runtime/Misc/ComponentRequirement.cpp:408
msgctxt "MenuItem./Mesh"
msgid "Mesh"
msgstr "网格"

#: /Runtime/Misc/ComponentRequirement.cpp:409
msgctxt "MenuItem./Mesh Filter"
msgid "Mesh Filter"
msgstr "网格过滤器"

#: /Runtime/Misc/ComponentRequirement.cpp:412
msgctxt "MenuItem./Mesh Renderer"
msgid "Mesh Renderer"
msgstr "网格渲染器"

#: /Runtime/Misc/ComponentRequirement.cpp:413
msgctxt "MenuItem./Skinned Mesh Renderer"
msgid "Skinned Mesh Renderer"
msgstr "蒙皮网格渲染器"

#: /Runtime/Misc/ComponentRequirement.cpp:417
msgctxt "MenuItem./Trail Renderer"
msgid "Trail Renderer"
msgstr "拖尾渲染器"

#: /Runtime/Misc/ComponentRequirement.cpp:418
msgctxt "MenuItem./Line Renderer"
msgid "Line Renderer"
msgstr "线段渲染器"

#: /Runtime/Misc/ComponentRequirement.cpp:420
msgctxt "MenuItem./Halo"
msgid "Halo"
msgstr "光晕"

#: /Runtime/Misc/ComponentRequirement.cpp:421
msgctxt "MenuItem./Projector"
msgid "Projector"
msgstr "投影器"

#: /Runtime/Misc/ComponentRequirement.cpp:422
msgctxt "MenuItem./Visual Effect"
msgid "Visual Effect"
msgstr "视觉效果"

#: /Runtime/Misc/ComponentRequirement.cpp:424
msgctxt "MenuItem./Physics"
msgid "Physics"
msgstr "物理"

#: /Runtime/Misc/ComponentRequirement.cpp:425
msgctxt "MenuItem./Rigidbody"
msgid "Rigidbody"
msgstr "刚体"

#: /Runtime/Misc/ComponentRequirement.cpp:426
msgctxt "MenuItem./Character Controller"
msgid "Character Controller"
msgstr "角色控制器"

#: /Runtime/Misc/ComponentRequirement.cpp:428
msgctxt "MenuItem./Box Collider"
msgid "Box Collider"
msgstr "盒状碰撞器"

#: /Runtime/Misc/ComponentRequirement.cpp:429
msgctxt "MenuItem./Sphere Collider"
msgid "Sphere Collider"
msgstr "球体碰撞器"

#: /Runtime/Misc/ComponentRequirement.cpp:430
msgctxt "MenuItem./Capsule Collider"
msgid "Capsule Collider"
msgstr "胶囊碰撞器"

#: /Runtime/Misc/ComponentRequirement.cpp:431
msgctxt "MenuItem./Mesh Collider"
msgid "Mesh Collider"
msgstr "网格碰撞器"

#: /Runtime/Misc/ComponentRequirement.cpp:432
msgctxt "MenuItem./Wheel Collider"
msgid "Wheel Collider"
msgstr "车轮碰撞器"

#: /Runtime/Misc/ComponentRequirement.cpp:433
msgctxt "MenuItem./Terrain Collider"
msgid "Terrain Collider"
msgstr "地形碰撞器"

#: /Runtime/Misc/ComponentRequirement.cpp:445
msgctxt "MenuItem./Constant Force"
msgid "Constant Force"
msgstr "恒力"

#: /Runtime/Misc/ComponentRequirement.cpp:447
msgctxt "MenuItem./Physics 2D"
msgid "Physics 2D"
msgstr "2D 物理"

#: /Runtime/Misc/ComponentRequirement.cpp:448
msgctxt "MenuItem./Rigidbody 2D"
msgid "Rigidbody 2D"
msgstr "2D 刚体"

#: /Runtime/Misc/ComponentRequirement.cpp:450
msgctxt "MenuItem./Box Collider 2D"
msgid "Box Collider 2D"
msgstr "2D 盒状碰撞器"

#: /Runtime/Misc/ComponentRequirement.cpp:451
msgctxt "MenuItem./Circle Collider 2D"
msgid "Circle Collider 2D"
msgstr "2D 圆形碰撞器"

#: /Runtime/Misc/ComponentRequirement.cpp:452
msgctxt "MenuItem./Edge Collider 2D"
msgid "Edge Collider 2D"
msgstr "2D 边缘碰撞器"

#: /Runtime/Misc/ComponentRequirement.cpp:453
msgctxt "MenuItem./Polygon Collider 2D"
msgid "Polygon Collider 2D"
msgstr "2D 多边形碰撞器"

#: /Runtime/Misc/ComponentRequirement.cpp:454
msgctxt "MenuItem./Capsule Collider 2D"
msgid "Capsule Collider 2D"
msgstr "2D 胶囊碰撞器"

#: /Runtime/Misc/ComponentRequirement.cpp:455
msgctxt "MenuItem./Composite Collider 2D"
msgid "Composite Collider 2D"
msgstr "复合碰撞器 2D"

#: /Runtime/Misc/ComponentRequirement.cpp:457
msgctxt "MenuItem./Distance Joint 2D"
msgid "Distance Joint 2D"
msgstr "2D 距离关节"

#: /Runtime/Misc/ComponentRequirement.cpp:458
msgctxt "MenuItem./Fixed Joint 2D"
msgid "Fixed Joint 2D"
msgstr "2D 固定关节"

#: /Runtime/Misc/ComponentRequirement.cpp:459
msgctxt "MenuItem./Friction Joint 2D"
msgid "Friction Joint 2D"
msgstr "2D 摩擦关节"

#: /Runtime/Misc/ComponentRequirement.cpp:460
msgctxt "MenuItem./Hinge Joint 2D"
msgid "Hinge Joint 2D"
msgstr "2D 铰链关节"

#: /Runtime/Misc/ComponentRequirement.cpp:461
msgctxt "MenuItem./Relative Joint 2D"
msgid "Relative Joint 2D"
msgstr "2D 相对关节"

#: /Runtime/Misc/ComponentRequirement.cpp:462
msgctxt "MenuItem./Slider Joint 2D"
msgid "Slider Joint 2D"
msgstr "2D 滑块关节"

#: /Runtime/Misc/ComponentRequirement.cpp:463
msgctxt "MenuItem./Spring Joint 2D"
msgid "Spring Joint 2D"
msgstr "2D 弹簧关节"

#: /Runtime/Misc/ComponentRequirement.cpp:464
msgctxt "MenuItem./Target Joint 2D"
msgid "Target Joint 2D"
msgstr "2D 目标关节"

#: /Runtime/Misc/ComponentRequirement.cpp:465
msgctxt "MenuItem./Wheel Joint 2D"
msgid "Wheel Joint 2D"
msgstr "2D 车轮关节"

#: /Runtime/Misc/ComponentRequirement.cpp:467
msgctxt "MenuItem./Area Effector 2D"
msgid "Area Effector 2D"
msgstr "2D 区域效果器"

#: /Runtime/Misc/ComponentRequirement.cpp:468
msgctxt "MenuItem./Buoyancy Effector 2D"
msgid "Buoyancy Effector 2D"
msgstr "2D 浮力效果器"

#: /Runtime/Misc/ComponentRequirement.cpp:469
msgctxt "MenuItem./Point Effector 2D"
msgid "Point Effector 2D"
msgstr "2D 点效果器"

#: /Runtime/Misc/ComponentRequirement.cpp:470
msgctxt "MenuItem./Platform Effector 2D"
msgid "Platform Effector 2D"
msgstr "2D 平台效果器"

#: /Runtime/Misc/ComponentRequirement.cpp:471
msgctxt "MenuItem./Surface Effector 2D"
msgid "Surface Effector 2D"
msgstr "2D 表面效果器"

#: /Runtime/Misc/ComponentRequirement.cpp:473
msgctxt "MenuItem./Constant Force 2D"
msgid "Constant Force 2D"
msgstr "2D 恒力"

#: /Runtime/Misc/ComponentRequirement.cpp:476
msgctxt "MenuItem./Nav Mesh Agent"
msgid "Nav Mesh Agent"
msgstr "导航网格代理"

#: /Runtime/Misc/ComponentRequirement.cpp:477
msgctxt "MenuItem./Off Mesh Link"
msgid "Off Mesh Link"
msgstr "分离网格链接"

#: /Runtime/Misc/ComponentRequirement.cpp:478
msgctxt "MenuItem./Nav Mesh Obstacle"
msgid "Nav Mesh Obstacle"
msgstr "导航网格障碍"

#: /Runtime/Misc/ComponentRequirement.cpp:481
msgctxt "MenuItem./Audio Listener"
msgid "Audio Listener"
msgstr "音频监听器"

#: /Runtime/Misc/ComponentRequirement.cpp:486
msgctxt "MenuItem./Audio Low Pass Filter"
msgid "Audio Low Pass Filter"
msgstr "音频低通过滤器"

#: /Runtime/Misc/ComponentRequirement.cpp:487
msgctxt "MenuItem./Audio High Pass Filter"
msgid "Audio High Pass Filter"
msgstr "音频高通道过滤器"

#: /Runtime/Misc/ComponentRequirement.cpp:488
msgctxt "MenuItem./Audio Echo Filter"
msgid "Audio Echo Filter"
msgstr "音频回声过滤器"

#: /Runtime/Misc/ComponentRequirement.cpp:489
msgctxt "MenuItem./Audio Distortion Filter"
msgid "Audio Distortion Filter"
msgstr "音频失真过滤器"

#: /Runtime/Misc/ComponentRequirement.cpp:490
msgctxt "MenuItem./Audio Reverb Filter"
msgid "Audio Reverb Filter"
msgstr "音频混响过滤器"

#: /Runtime/Misc/ComponentRequirement.cpp:491
msgctxt "MenuItem./Audio Chorus Filter"
msgid "Audio Chorus Filter"
msgstr "音频合音过滤器"

#: /Runtime/Misc/ComponentRequirement.cpp:501
msgctxt "MenuItem./Streaming Controller"
msgid "Streaming Controller"
msgstr "流控制器"

#: /Runtime/Misc/ComponentRequirement.cpp:502
msgctxt "MenuItem./Skybox"
msgid "Skybox"
msgstr "天空盒"

#: /Runtime/Misc/ComponentRequirement.cpp:503
msgctxt "MenuItem./Flare Layer"
msgid "Flare Layer"
msgstr "眩光层"

#: /Runtime/Misc/ComponentRequirement.cpp:508
msgctxt "MenuItem./Light Probe Proxy Volume"
msgid "Light Probe Proxy Volume"
msgstr "光照探测器代理体"

#: /Runtime/Misc/ComponentRequirement.cpp:513
msgctxt "MenuItem./Occlusion Area"
msgid "Occlusion Area"
msgstr "遮挡区域"

#: /Runtime/Misc/ComponentRequirement.cpp:514
msgctxt "MenuItem./Occlusion Portal"
msgid "Occlusion Portal"
msgstr "遮挡入口"

#: /Runtime/Misc/ComponentRequirement.cpp:515
msgctxt "MenuItem./LOD Group"
msgid "LOD Group"
msgstr "LOD 组"

#: /Runtime/Misc/ComponentRequirement.cpp:518
msgctxt "MenuItem./Sprite Renderer"
msgid "Sprite Renderer"
msgstr "Sprite 渲染器"

#: /Runtime/Misc/ComponentRequirement.cpp:519
msgctxt "MenuItem./Sorting Group"
msgid "Sorting Group"
msgstr "排序组"

#: /Runtime/Misc/ComponentRequirement.cpp:523
msgctxt "MenuItem./Tilemap"
msgid "Tilemap"
msgstr "瓦片地图"

#: /Runtime/Misc/ComponentRequirement.cpp:525
msgctxt "MenuItem./Tilemap Renderer"
msgid "Tilemap Renderer"
msgstr "瓦片地图渲染器"

#: /Runtime/Misc/ComponentRequirement.cpp:526
msgctxt "MenuItem./Tilemap Collider 2D"
msgid "Tilemap Collider 2D"
msgstr "瓦片地图碰撞器 2D"

#: /Runtime/Misc/ComponentRequirement.cpp:528
msgctxt "MenuItem./Layout"
msgid "Layout"
msgstr "布局"

#: /Runtime/Misc/ComponentRequirement.cpp:533
msgctxt "MenuItem./Playables"
msgid "Playables"
msgstr "可播放内容"

#: /Runtime/Misc/ComponentRequirement.cpp:534
msgctxt "MenuItem./Playable Director"
msgid "Playable Director"
msgstr "可播放导引器"

#: /Runtime/Misc/ComponentRequirement.cpp:557
msgctxt "MenuItem./AR"
msgid "AR"
msgstr "AR"

#: /Runtime/Misc/ComponentRequirement.cpp:560
msgctxt "MenuItem./Miscellaneous"
msgid "Miscellaneous"
msgstr "其他"

#: /Editor/Platform/OSX/ContainerWindow.mm:365
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:221
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/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:678
msgctxt "Error Message in GUIRenderView.mm"
msgid "No window setup yet"
msgstr "还没有窗口设置"

#: /Editor/Platform/OSX/Utility/OpenGLView.mm:157
msgctxt "Error Message in OpenGLView.mm"
msgid "Invalid OpenGL Context for rendering."
msgstr "用于渲染的无效 OpenGL Context。"

#: /Editor/Platform/OSX/Utility/OpenGLView.mm:177
msgctxt "Error Message in OpenGLView.mm"
msgid "OpenGL Context became invalid during rendering"
msgstr "“OpenGL 上下文”在渲染过程中失效"

#: /Editor/Platform/Linux/ColorPicker.cpp:9
msgctxt "Error Message in ColorPicker.cpp"
msgid "Error reading screen pixels"
msgstr "读取屏幕像素时出错"

#: /Editor/Platform/Linux/ExternalProcess.cpp:73
msgctxt "Error Message in ExternalProcess.cpp"
msgid "Pipe error!"
msgstr "管道错误！"

#: /Editor/Platform/Linux/ExternalProcess.cpp:82
msgctxt "Error Message in ExternalProcess.cpp"
msgid "fork error"
msgstr "分叉错误"

#: /Editor/Platform/Linux/ExternalProcess.cpp:96
msgctxt "Error Message in ExternalProcess.cpp"
msgid "error in fdopen()"
msgstr "fdopen() 中的错误"

#: /Editor/Platform/Linux/MenuControllerLinux.cpp:48
msgctxt "Error Message in MenuControllerLinux.cpp"
msgid "Can't enable null menu item"
msgstr "无法启用空菜单项"

#: /Editor/Platform/Linux/MenuControllerLinux.cpp:59
msgctxt "Error Message in MenuControllerLinux.cpp"
msgid "Can't set hotkey on null menu item"
msgstr "无法在空菜单项上设置热键"

#: /Editor/Platform/Linux/EditorUtility.cpp:657
msgctxt "Error Message in EditorUtility.cpp"
msgid "Error relaunching Unity"
msgstr "重新启动 Unity 时出错"

#: /Editor/Platform/Linux/EditorUtility.cpp:858
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:337
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:344
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:403
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:410
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:445
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:452
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:538
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:374
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:380
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:673
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:959
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:1675
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:90
msgctxt "Error Message in HandleUtility.bindings.h"
msgid "Handles.PickGameObject called outside an editor OnGUI"
msgstr "在编辑器 OnGUI 外调用了 Handles.PickGameObject"

#: /Editor/Mono/HandleUtility.bindings.h:213
msgctxt "Error Message in HandleUtility.bindings.h"
msgid "Handles.Repaint called outside an editor OnGUI"
msgstr "在编辑器 OnGUI 外调用了 Handles.Repaint"

#: /Editor/Mono/ShaderUtil.bindings.cpp:289
msgctxt "Error Message in ShaderUtil.bindings.cpp"
msgid "Could not write shader variant collection asset."
msgstr "无法写入着色器变体集合资源。"

#: /Editor/Src/PopupMenuUtility.cpp:83
msgctxt "Error Message in PopupMenuUtility.cpp"
msgid "Context is null."
msgstr "上下文为空。"

#: /Editor/Src/GlobalObjectId.cpp:39
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:136
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:159
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:57
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:57
msgctxt "Error Message in Picking.cpp"
msgid "broken?"
msgstr "断开？"

#: /Editor/Src/Picking.cpp:72
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:197
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:262
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源失败"

#: /Editor/Src/PackageUtility.cpp:929
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:967
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:982
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:989
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:1005
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:1050
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:682
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:682
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:690
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:698
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:923
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:940
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/Lightmapping.cpp:84
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:94
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:107
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:848
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:956
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:984
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:143
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:149
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:677
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:689
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:875
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:903
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:1641
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:147
msgctxt "Error Message in Handles.bindings.h"
msgid "Number of colors and number of points must be the same."
msgstr "颜色数和点数必须相同。"

#: /Editor/Src/JobManager/QueueJobTypes.cpp: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/Enlighten/LightingDataAsset.cpp:440
msgctxt "Error Message in LightingDataAsset.cpp"
msgid "Baked lighting asset couldn't be assigned because the scene has not been loaded yet."
msgstr "无法分配烘焙照明资源，因为尚未加载场景。"

#: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:1007
msgctxt "Error Message in LightingDataAsset.cpp"
msgid "Mounting archive file system for lighting data asset failed!"
msgstr "用于照明数据资源的存档文件安装失败！"

#: /Editor/Src/GI/Enlighten/ComputeEnlightenHashes.cpp:147
msgctxt "Error Message in ComputeEnlightenHashes.cpp"
msgid "Failed retrieving data for atlas."
msgstr "检索图集数据失败。"

#: /Editor/Src/GI/Enlighten/ComputeEnlightenHashes.cpp:195
msgctxt "Error Message in ComputeEnlightenHashes.cpp"
msgid "Failed looking up radiosity hash from input system hash."
msgstr "从输入系统哈希中查找辐射度哈希值失败。"

#: /Editor/Src/GI/Enlighten/ComputeEnlightenHashes.cpp:322
msgctxt "Error Message in ComputeEnlightenHashes.cpp"
msgid "Failed looking up upsampling data for bake system."
msgstr "查找烘焙系统的上采样数据失败。"

#: /Editor/Src/GI/Enlighten/IssueEnlightenJobs.cpp:118
msgctxt "Error Message in IssueEnlightenJobs.cpp"
msgid "Failed getting instances for input system."
msgstr "获取输入系统的实例失败。"

#: /Editor/Src/GI/Enlighten/IssueEnlightenJobs.cpp:178
msgctxt "Error Message in IssueEnlightenJobs.cpp"
msgid "Failed extracting dependencies while preparing clustering job."
msgstr "准备聚类作业时无法提取依赖项。"

#: /Editor/Src/GI/Enlighten/IssueEnlightenJobs.cpp:270
msgctxt "Error Message in IssueEnlightenJobs.cpp"
msgid "Failed extracting dependencies while preparing light transport job."
msgstr "准备光线传输作业时无法提取依赖项。"

#: /Editor/Src/GI/Enlighten/EnlightenBakeManager.cpp:518
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:528
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:534
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:976
msgctxt "Error Message in EnlightenBakeManager.cpp"
msgid "Failed extracting bake materials."
msgstr "提取烘焙材料失败。"

#: /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:132
msgctxt "Error Message in CreateEnlightenBakeSystemJob.cpp"
msgid "Failed creating bakesystem."
msgstr "创建烘焙系统失败。"

#: /Editor/Src/GI/Enlighten/Jobs/CreateEnlightenBakeSystemJob.cpp:404
msgctxt "Error Message in CreateEnlightenBakeSystemJob.cpp"
msgid "Adding mesh to EnlightenBakeSystem failed."
msgstr "将网格添加到 EnlightenBakeSystem 失败。"

#: /Editor/Src/GI/Enlighten/Jobs/BakeEnlightenAlbedoAndEmissiveJob.cpp:68
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:102
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:1741
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:1817
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“光照贴图器”。"

#: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:1864
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:1873
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:1894
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“光照贴图器”。"

#: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:1903
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:2401
msgctxt "Warning Message in PVRRuntimeManager.cpp"
msgid "Failure computing material mapping for Progressive Lightmapper. Retrying."
msgstr "为“渐进光照贴图器”计算材料映射失败。正在重试。"

#: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:2430
msgctxt "Error Message in PVRRuntimeManager.cpp"
msgid "Failure computing material mapping for Progressive Lightmapper."
msgstr "为“渐进光照贴图器”计算材料映射失败。"

#: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:3758
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:3809
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:3888
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:1056
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:1068
msgctxt "Error Message in PVRContextManager.cpp"
msgid "Failed removing material mapping for instance. Not found."
msgstr "从实例中删除材料映射失败。未找到。"

#: /Editor/Src/GI/Progressive/IssuePVRJobs.cpp:1120
msgctxt "Warning Message in IssuePVRJobs.cpp"
msgid "Unable to add filtering job."
msgstr "无法添加过滤作业。"

#: /Editor/Src/GI/Progressive/IssuePVRJobs.cpp:1965
msgctxt "Error Message in IssuePVRJobs.cpp"
msgid "Failed issuing render job."
msgstr "发布渲染作业失败。"

#: /Editor/Src/GI/Progressive/BakeJobs/BakeJobPackAtlases.cpp:338
msgctxt "Warning Message in BakeJobPackAtlases.cpp"
msgid "It was not possible to limit the number of lightmaps for a packing group. Increase the lightmap limit or reduce the number of objects in the group."
msgstr "无法限制打包组的光照贴图数量。请增大光照贴图限制或减少组中的对象数量。"

#: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:16
msgctxt "Error Message in RRJobBindMaterial.cpp"
msgid "Instance not found in material binding job."
msgstr "在材质绑定作业中找不到实例。"

#: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:24
msgctxt "Error Message in RRJobBindMaterial.cpp"
msgid "Failed to find material for instance material binding."
msgstr "无法找到实例材料绑定的材料。"

#: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:30
msgctxt "Error Message in RRJobBindMaterial.cpp"
msgid "Material data not available for instance material binding."
msgstr "材质数据不可用于实例材质绑定。"

#: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:41
msgctxt "Error Message in RRJobBindMaterial.cpp"
msgid "Material data size mismatch."
msgstr "材质数据大小不匹配。"

#: /Editor/Src/GI/Progressive/PVRJobs/PVRJobUnbindMaterial.cpp:16
msgctxt "Error Message in PVRJobUnbindMaterial.cpp"
msgid "Instance is not bound. Cannot unbind."
msgstr "实例没有绑定。无法取消绑定。"

#: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:551
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:601
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“资源”中。"

#: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:610
msgctxt "Error Message in WriteLightingDataAssetJob.cpp"
msgid "Could not read textures from Assets."
msgstr "无法从“资源”中读取纹理。"

#: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:618
msgctxt "Error Message in WriteLightingDataAssetJob.cpp"
msgid "Failed to reserve memory for scene-based lightmaps."
msgstr "为基于场景的光照贴图保留内存失败。"

#: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2202
msgctxt "Error Message in ScriptCompilationPipeline.cpp"
msgid "Failed recompiling editorcode"
msgstr "重新编译编辑器代码失败"

#: /Editor/Src/File/EditorFileUtilities.cpp:83
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/PrefabCreation.cpp:211
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:1068
msgctxt "Error Message in PrefabCreation.cpp"
msgid "Can't save persistent object as a Prefab asset"
msgstr "无法将持久对象保存为预制件资源"

#: /Editor/Src/Prefabs/PrefabCreation.cpp:1178
msgctxt "Error Message in PrefabCreation.cpp"
msgid "Cannot save a prefab from an instance that originates from a nested prefab"
msgstr "无法根据源自嵌套预制件的实例保存预制件"

#: /Editor/Src/Prefabs/PrefabCreation.cpp:1188
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:1194
msgctxt "Error Message in PrefabCreation.cpp"
msgid "Can't save Prefab instance with missing asset as a Prefab. You may unpack the instance and save the unpacked GameObjects as a Prefab."
msgstr "无法将缺失资源的预制实例保存为预制件。您可以解压缩实例并将解压缩后的游戏对象保存为预制件。"

#: /Editor/Src/Prefabs/PrefabInstanceMerging.cpp:1042
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:1055
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:53
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:138
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:476
msgctxt "Error Message in AnimationModeSnapshot.cpp"
msgid "AnimationModeSnapshot.AddCandidate may only be called in animation mode."
msgstr "AnimationModeSnapshot.AddCandidate 只能在动画模式下调用。"

#: /Editor/Src/Animation/Transition.cpp:120
msgctxt "Error Message in Transition.cpp"
msgid "Invalid AnimatorCondition index"
msgstr "无效的 AnimatorCondition 索引"

#: /Editor/Src/Animation/AnimatorControllerLayer.cpp:285
msgctxt "Warning Message in AnimatorControllerLayer.cpp"
msgid "Legacy AnimationClip not supported in State"
msgstr "State 中不支持旧版 AnimationClip"

#: /Editor/Src/Undo/ObjectUndo.cpp:870
msgctxt "Error Message in ObjectUndo.cpp"
msgid "Undo objects may not be null."
msgstr "撤消可能不为空的对象。"

#: /Editor/Src/Undo/PropertyDiffUndoRecorder.cpp:33
msgctxt "Error Message in PropertyDiffUndoRecorder.cpp"
msgid "Undo object may not be null."
msgstr "撤消可能不为空的对象。"

#: /Editor/Src/Undo/UndoManager.cpp:329
msgctxt "Error Message in UndoManager.cpp"
msgid "Invalid event index"
msgstr "无效的事件索引"

#: /Editor/Src/VersionControl/VCAsset.cpp:172
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/VCProviderTests.cpp:108
msgctxt "Error Message in VCProviderTests.cpp"
msgid "Unexpected message severity"
msgstr "意外消息严重性"

#: /Editor/Src/VersionControl/SemanticMerge.cpp:44
msgctxt "Error Message in SemanticMerge.cpp"
msgid "Cannot locate UnityYAMLMerge executable"
msgstr "找不到 UnityYAMLMerge 可执行文件"

#: /Editor/Src/VersionControl/SemanticMerge.cpp:102
msgctxt "Error Message in SemanticMerge.cpp"
msgid "Error running semantic merge"
msgstr "运行语义合并时出错"

#: /Editor/Src/VersionControl/SemanticMerge.cpp:142
msgctxt "Error Message in SemanticMerge.cpp"
msgid "Cannot locate diff3 tool"
msgstr "找不到 diff3 工具"

#: /Editor/Src/VersionControl/SemanticMerge.cpp:183
msgctxt "Error Message in SemanticMerge.cpp"
msgid "Couldn't write text merge result file"
msgstr "无法写入文本合并结果文件"

#: /Editor/Src/VersionControl/SemanticMerge.cpp:218
msgctxt "Warning Message in SemanticMerge.cpp"
msgid "Manual merge was aborted"
msgstr "手动合并被中止"

#: /Editor/Src/VersionControl/SemanticMerge.cpp:335
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:358
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:198
msgctxt "Error Message in AssetImporter.cpp"
msgid "Generated Asset has a non-matching type"
msgstr "生成的资源有不匹配的类型"

#: /Editor/Src/AssetPipeline/AssetImporter.cpp:957
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:966
msgctxt "Error Message in AssetImporter.cpp"
msgid "You may not change the path if an object is already persistent in another one"
msgstr "如果对象已经在另一个对象中持久化，您可能无法更改路径"

#: /Editor/Src/AssetPipeline/ObjectHashGenerator.cpp:157
msgctxt "Error Message in ObjectHashGenerator.cpp"
msgid "Unexpected byte size!"
msgstr "意外的字节大小！"

#: /Editor/Src/AssetPipeline/TextureImporting/ImageOperations.cpp:2896
msgctxt "Error Message in ImageOperations.cpp"
msgid "Unhandled ISPC texture format found - this should never happen"
msgstr "找到未处理的 ISPC 纹理格式 - 绝不应该发生这种情况"

#: /Editor/Src/AssetPipeline/TextureImporting/ImageOperations.cpp:2980
msgctxt "Error Message in ImageOperations.cpp"
msgid "Only unsigned EAC texture format is supported"
msgstr "仅支持未签名的 EAC 纹理格式"

#: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:395
msgctxt "Error Message in IHVImageFormats.cpp"
msgid "unknown texture format (PVRv2)"
msgstr "未知的纹理格式 (PVRv2)"

#: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:434
msgctxt "Error Message in IHVImageFormats.cpp"
msgid "unknown texture format (PVRv3)"
msgstr "未知的纹理格式 (PVRv3)"

#: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:513
msgctxt "Error Message in IHVImageFormats.cpp"
msgid "Unity supports only 4x4 5x5 6x6 8x8 10x10 12x12 astc block sizes"
msgstr "Unity 仅支持 4x4 5x5 6x6 8x8 10x10 12x12 astc 块大小"

#: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:590
msgctxt "Error Message in IHVImageFormats.cpp"
msgid "unknown texture format (KTX)"
msgstr "未知的纹理格式 (KTX)"

#: /Editor/Src/AssetPipeline/TextureImporting/ImageConverter.cpp:134
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:81
msgctxt "Error Message in SpriteImporterUtility.cpp"
msgid "GetDistance undefined behaviour"
msgstr "GetDistance 未定义的行为"

#: /Editor/Src/Commands/IconUtility.cpp:716
msgctxt "Error Message in IconUtility.cpp"
msgid "Unknown binary format"
msgstr "未知的二进制格式"

#: /Editor/Src/Application/Application.cpp:638
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:772
msgctxt "Error Message in Application.cpp"
msgid "Failed to initialize unity."
msgstr "初始化 unity 失败。"

#: /Editor/Src/Application/Application.cpp:943
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:1101
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:1380
msgctxt "Warning Message in Application.cpp"
msgid "Code Coverage collection is enabled for this Unity session. Note that Code Coverage lowers Editor performance."
msgstr "已为此 Unity 会话启用了代码覆盖率收集。请注意，代码覆盖率会降低编辑器性能。"

#: /Editor/Src/Application/Application.cpp:1706
msgctxt "Error Message in Application.cpp"
msgid "Failed to build player."
msgstr "生成播放器失败。"

#: /Editor/Src/Application/Application.cpp:1734
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:1796
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:1820
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:1834
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:1853
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:1878
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:1885
msgctxt "Error Message in Application.cpp"
msgid "Failed importing package"
msgstr "导入包失败"

#: /Editor/Src/Application/Application.cpp:2682
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:3253
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:287
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:934
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:1681
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:3611
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:1903
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:374
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:387
msgctxt "Error Message in BuildBuiltinAssetBundles.cpp"
msgid "No editor assets were found in Assets"
msgstr "“资源”中未找到编辑器资源"

#: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:387
msgctxt "Error Message in BuildBuiltinAssetBundles.cpp"
msgid "Editor Default Resources"
msgstr "编辑器默认资源"

#: /Editor/Src/BuildPipeline/PrepareMeshDataForBuildTarget.cpp:148
msgctxt "Error Message in PrepareMeshDataForBuildTarget.cpp"
msgid "Unsupported blend weight format."
msgstr "不支持的混合权重格式。"

#: /Editor/Src/BuildPipeline/BuildTargetPlatformSpecific.cpp:917
msgctxt "Error Message in BuildTargetPlatformSpecific.cpp"
msgid "Unknown platform!"
msgstr "未知的平台！"

#: /Editor/Src/AssetStore/AssetStoreDownloadMessage.cpp:39
msgctxt "Error Message in AssetStoreDownloadMessage.cpp"
msgid "Could not read from encrypted package file."
msgstr "无法读取加密包文件。"

#: /Editor/Src/AssetStore/AssetStoreDownloadMessage.cpp:48
msgctxt "Error Message in AssetStoreDownloadMessage.cpp"
msgid "Could not write to decrypted package file."
msgstr "无法写入解密的包文件。"

#: /Editor/Src/Utility/GameObjectHierarchyProperty.cpp:606
msgctxt "Error Message in GameObjectHierarchyProperty.cpp"
msgid "SetSubScenes must pass valid transforms & sub scenes"
msgstr "SetSubScenes 必须传递有效的变换和子场景"

#: /Editor/Src/Utility/CurlRequest.cpp:957
msgctxt "Error Message in CurlRequest.cpp"
msgid "Unexpected CurlRequestMessage state."
msgstr "意外的 CurlRequestMessage 状态。"

#: /Editor/Src/Utility/EditorGUIUtility.cpp:222
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:235
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:248
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:663
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:676
msgctxt "Error Message in SerializedProperty.h"
msgid "Mismatched types in SetValue"
msgstr "SetValue 中的类型不匹配"

#: /Editor/Src/Utility/EditorCameraDrawing.cpp:231
msgctxt "Error Message in EditorCameraDrawing.cpp"
msgid "Couldn't find SceneViewGrayscaleEffectFade material!"
msgstr "找不到 SceneViewGrayscaleEffectFade 材料！"

#: /Editor/Src/Utility/EditorCameraDrawing.cpp:240
msgctxt "Error Message in EditorCameraDrawing.cpp"
msgid "Error while generating temporary texture for scene view"
msgstr "为场景视图生成临时纹理时出错"

#: /Editor/Src/Utility/EditorCameraDrawing.cpp:2409
msgctxt "Error Message in EditorCameraDrawing.cpp"
msgid "Camera set to be used as occlusion vizualization camera was not valid for rendering."
msgstr "设置为遮挡可视化摄像机的摄像机无法用于渲染。"

#: /Editor/Src/Utility/YAMLNode.cpp: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:76
msgctxt "Error Message in SerializedProperty.cpp"
msgid "Trying to access managed reference data while traversing an object structure with wrong initialized data"
msgstr "试图访问托管引用数据，但遍历的对象结构具有错误的初始化数据"

#: /Editor/Src/Utility/SerializedProperty.cpp:267
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:1429
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:1456
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:1604
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:1613
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:1658
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:1667
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:2321
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:2335
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:2362
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:2773
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:2829
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:2933
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:3029
msgctxt "Error Message in SerializedProperty.cpp"
msgid "Not an animation curve"
msgstr "不是动画曲线"

#: /Editor/Src/Utility/SerializedProperty.cpp:3202
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:3640
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:3891
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:3936
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:4038
msgctxt "Error Message in SerializedProperty.cpp"
msgid "Cannot set a managed reference for a serialized property that does not target a managed reference"
msgstr "无法为不以托管引用为目标的序列化属性设置托管引用"

#: /Editor/Src/Utility/SerializedProperty.cpp:4044
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:4280
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:4866
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:4912
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:5726
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:5766
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:171
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:1807
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:1939
msgctxt "Error Message in GameObjectUtility.cpp"
msgid "Component Removing internal failure"
msgstr "组件删除内部故障"

#: /Runtime/Misc/Cache.cpp:531
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:295
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:706
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:389
msgctxt "Error Message in PlayerSettings.cpp"
msgid "orientation out of range"
msgstr "方向超出范围"

#: /Runtime/Misc/PlayerSettings.cpp:415
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:918
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:921
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:1019
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/Video/BaseWebCamTexture.h:142
msgctxt "Error Message in BaseWebCamTexture.h"
msgid "Cannot get pixels when webcam is not running"
msgstr "网络摄像头未运行时无法获取像素"

#: /Runtime/Video/BaseWebCamTexture.h:148
msgctxt "Error Message in BaseWebCamTexture.h"
msgid "Cannot get pixels when webcam is non-readable"
msgstr "当网络摄像头不可读时，无法获取像素"

#: /Runtime/Video/BaseWebCamTexture.h:189
msgctxt "Error Message in BaseWebCamTexture.h"
msgid "Buffer is too small to get image data"
msgstr "缓冲区太小，无法获取图像数据"

#: /Runtime/GameCode/CloneObject.cpp:388
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:353
msgctxt "Error Message in TagManager.cpp"
msgid "Layer index out of bounds"
msgstr "图层索引超出范围"

#: /Runtime/BaseClasses/ManagerContext.cpp:68
msgctxt "Error Message in ManagerContext.cpp"
msgid "Number of GameManager classes does not match number of game managers registered."
msgstr "GameManager 类的数量与注册的游戏管理器的数量不匹配。"

#: /Runtime/BaseClasses/PPtr.h:256
msgctxt "Error Message in PPtr.h"
msgid "Dereferencing NULL PPtr!"
msgstr "正在取消引用空 L PPtr！"

#: /Runtime/GfxDevice/GfxDevice.h:984
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:998
msgctxt "Error Message in GfxDevice.h"
msgid "CopyBuffer is not supported by this GfxDevice"
msgstr "此 GfxDevice 不支持 CopyBuffer"

#: /Runtime/GfxDevice/GfxDevice.h:1309
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:1316
msgctxt "Error Message in GfxDevice.h"
msgid "Don't call SetGeometryRayTracingShaderMainThread on threadable device! Use GraphicsHelper instead"
msgstr "不要在可线程设备上调用 SetGeometryRayTracingShaderMainThread！请改用 GraphicsHelper"

#: /Runtime/GfxDevice/DrawImmediate.cpp:172
msgctxt "Error Message in DrawImmediate.cpp"
msgid "GL.End requires material.SetPass before!"
msgstr "GL.End 首先需要 material.SetPass！"

#: /Runtime/GfxDevice/GfxDeviceSetup.cpp:427
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:1766
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:1908
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:2157
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:95
msgctxt "Error Message in TextureReadbackMetal.mm"
msgid "Reading pixels out of bounds of the current active render texture"
msgstr "读取当前活动渲染纹理范围之外的像素"

#: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:3456
msgctxt "Error Message in GfxDeviceMetal.mm"
msgid "Invalid CopyTexture method"
msgstr "无效的 CopyTexture 方法"

#: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:4505
msgctxt "Warning Message in GfxDeviceMetal.mm"
msgid "Random write target index out of bounds"
msgstr "随机写入目标索引超出范围"

#: /Runtime/GfxDevice/d3d11/SparseTexturesD3D11.cpp:109
msgctxt "Error Message in SparseTexturesD3D11.cpp"
msgid "Could not find tile pool for D3D11 sparse texture"
msgstr "找不到 D3D11 稀疏纹理的瓦片池"

#: /Runtime/GfxDevice/d3d11/DrawBuffersD3D11.cpp:443
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:1727
msgctxt "Error Message in TexturesD3D11.cpp"
msgid "Could not find texture for D3D11 sparse texture upload"
msgstr "找不到 D3D11 稀疏纹理上传的纹理"

#: /Runtime/GfxDevice/d3d11/GpuProgramsD3D11.cpp:48
msgctxt "Error Message in GpuProgramsD3D11.cpp"
msgid "D3D shader blob is empty!"
msgstr "D3D 着色器 blob 为空！"

#: /Runtime/GfxDevice/d3d11/GpuProgramsD3D11.cpp:66
msgctxt "Error Message in GpuProgramsD3D11.cpp"
msgid "D3D shader bytecode missing from blob!"
msgstr "blob 中缺少 D3D 着色器字节码！"

#: /Runtime/GfxDevice/extensions/StereoSupportExt.cpp:243
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:293
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:360
msgctxt "Error Message in StereoSupportExt.cpp"
msgid "Invalid param to SetStereoMatrix()"
msgstr "SetStereoMatrix() 的参数无效"

#: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:417
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:678
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:783
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:981
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:1290
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:1296
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:1369
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/GpuProgramsVK.cpp:745
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:154
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:174
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/VKRenderPass.cpp:680
msgctxt "Warning Message in VKRenderPass.cpp"
msgid "Depth"
msgstr "深度"

#: /Runtime/GfxDevice/vulkan/VKRenderPass.cpp:680
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:132
msgctxt "Warning Message in D3D12HeapAllocator.cpp"
msgid "Heap type already initialized!"
msgstr "堆类型已经初始化！"

#: /Runtime/GfxDevice/d3d12/RenderTextureD3D12.cpp:598
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:1821
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:934
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:2029
msgctxt "Error Message in GfxDeviceWorker.cpp"
msgid "Illegal offset"
msgstr "非法偏移"

#: /Runtime/GfxDevice/threaded/GfxDeviceWorker.cpp:2029
msgctxt "Error Message in GfxDeviceWorker.cpp"
msgid "size in BeginBufferWrite()"
msgstr "BeginBufferWrite() 中的大小"

#: /Runtime/GfxDevice/threaded/GfxDeviceClient.cpp:2646
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:3153
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:544
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:347
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:427
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:2385
msgctxt "Error Message in EnlightenRuntimeManager.cpp"
msgid "Failed to issue albedo update."
msgstr "发布反照率更新失败。"

#: /Runtime/Director/Core/PlayableGraph.cpp:71
msgctxt "Error Message in PlayableGraph.cpp"
msgid "A PlayableGraph is being directly or indirectly evaluated recursively."
msgstr "以递归方式直接或间接评估 PlayableGraph。"

#: /Runtime/Director/Core/PlayableGraph.cpp:224
msgctxt "Warning Message in PlayableGraph.cpp"
msgid "PlayableGraph being evaluated with no outputs. Playables will not be updated"
msgstr "正在评估的 PlayableGraph 没有输出。不会更新可播放内容。"

#: /Runtime/Director/Core/Playable.cpp:174
msgctxt "Error Message in Playable.cpp"
msgid "attempting to explicitly set an output connection to a non-existing port"
msgstr "试图显式设置与不存在端口的输出连接"

#: /Runtime/Director/Core/PlayableOutput.cpp:153
msgctxt "Error Message in PlayableOutput.cpp"
msgid "Cannot set multiple PlayableOutputs to the same source playable and output port"
msgstr "无法将多个 PlayableOutput 设置为同一源可播放和输出端口"

#: /Runtime/Director/Core/PlayableAssetUtility.cpp:33
msgctxt "Error Message in PlayableAssetUtility.cpp"
msgid "Could not find GetPlayableAssetDuration method"
msgstr "找不到 GetPlayableAssetDuration 方法"

#: /Runtime/Director/Core/PlayableAssetUtility.cpp:53
msgctxt "Error Message in PlayableAssetUtility.cpp"
msgid "Could not find Create Playable method"
msgstr "找不到“创建 Playable”的方法"

#: /Runtime/Input/TouchPhaseEmulation.cpp:505
msgctxt "Error Message in TouchPhaseEmulation.cpp"
msgid "Trying to expire empty touch slot!"
msgstr "正在尝试让空触摸槽过期！"

#: /Runtime/Camera/Shadows.cpp:202
msgctxt "Warning Message in Shadows.cpp"
msgid "Screenspace cascaded shadow map support is disabled in graphics settings"
msgstr "图形设置中禁用了屏幕空间级联阴影贴图支持"

#: /Runtime/Camera/Camera.cpp:2203
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:2740
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:5086
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:5127
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:980
msgctxt "Warning Message in BatchRendererGroup.cpp"
msgid "Leaked BatchRendererGroup"
msgstr "泄漏的 BatchRendererGroup"

#: /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/RendererScene.cpp:340
msgctxt "Error Message in RendererScene.cpp"
msgid "Invalid SceneHandle"
msgstr "无效的 SceneHandle"

#: /Runtime/Camera/OcclusionCullingSettings.cpp:133
msgctxt "Error Message in OcclusionCullingSettings.cpp"
msgid "Occlusion culling data is out of date. Please rebake"
msgstr "遮挡剔除数据已过期。请重新烘焙"

#: /Runtime/Camera/UmbraInterface.h:30
msgctxt "Warning Message in UmbraInterface.h"
msgid "Loading deprecated Occlusion Culling is not supported. Please rebake the occlusion culling data."
msgstr "正在加载的已弃用的“遮挡剔除”不受支持。请重新烘焙遮挡剔除数据。"

#: /Runtime/Camera/Culling/CullingGroup.cpp:106
msgctxt "Error Message in CullingGroup.cpp"
msgid "CullingGroup index is out of bounds"
msgstr "CullingGroup 索引超出范围"

#: /Runtime/Camera/Culling/CullingGroup.cpp:143
msgctxt "Warning Message in CullingGroup.cpp"
msgid "Bounding sphere count must be less or equal to the bounding sphere array."
msgstr "边界球数目必须小于或等于边界球数组。"

#: /Runtime/Camera/Culling/CullingGroup.cpp:228
msgctxt "Error Message in CullingGroup.cpp"
msgid "CullingGroup bounding distances must be sorted in ascending order."
msgstr "CullingGroup 边界距离必须按升序排列。"

#: /Runtime/Network/NetworkUtility.cpp:754
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:768
msgctxt "Error Message in NetworkUtility.cpp"
msgid "Incorrectly formatted IP address."
msgstr "IP地址格式错误。"

#: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:228
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:230
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:562
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:288
msgctxt "Error Message in GeneralConnection.cpp"
msgid "Connection is no longer valid. Calling auto disconnect."
msgstr "连接不再有效。调用自动断开连接。"

#: /Runtime/Network/PlayerCommunicator/GeneralConnection.cpp:359
msgctxt "Error Message in GeneralConnection.cpp"
msgid "MessageHandler not registered"
msgstr "MessageHandler 未注册"

#: /Runtime/Network/PlayerCommunicator/GeneralConnection.cpp:519
msgctxt "Warning Message in GeneralConnection.cpp"
msgid "Sending message header failed"
msgstr "消息头发送失败"

#: /Runtime/Network/PlayerCommunicator/GeneralConnection.cpp:525
msgctxt "Warning Message in GeneralConnection.cpp"
msgid "Sending message data failed"
msgstr "消息数据发送失败"

#: /Runtime/Serialize/PersistentManager.cpp:404
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:1047
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:1483
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:1780
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:2586
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:540
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:1549
msgctxt "Error Message in SerializedFile.cpp"
msgid "Script extraction failure"
msgstr "脚本提取失败"

#: /Runtime/Serialize/TypeTree.cpp:852
msgctxt "Error Message in TypeTree.cpp"
msgid "Fatal error while reading file. Header is invalid!"
msgstr "致命错误"

#: /Runtime/Serialize/TransferUtility.cpp:83
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:863
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/SerializationTests.cpp:318
msgctxt "Error Message in SerializationTests.cpp"
msgid "Should not happen!"
msgstr "不应该发生！"

#: /Runtime/Serialize/SerializationCaching/CacheWriterBase.cpp:16
msgctxt "Error Message in CacheWriterBase.cpp"
msgid "GetAddressOfMemory called on CacheWriterBase which does not support it"
msgstr "在不支持 GetAddressOfMemory 的 CacheWriterBase 上调用了该函数"

#: /Runtime/Serialize/SerializationCaching/CachedReader.cpp:20
msgctxt "Error Message in CachedReader.cpp"
msgid "Resource image couldn't be loaded completely"
msgstr "无法完全加载资源图像"

#: /Runtime/Serialize/SerializationCaching/CacheReaderBase.cpp:9
msgctxt "Error Message in CacheReaderBase.cpp"
msgid "GetAddressOfMemory called on CacheReaderBase which does not support it"
msgstr "在不支持 GetAddressOfMemory 的 CacheReaderBase 上调用了该函数"

#: /Runtime/Serialize/SerializationCaching/CachedWriter.h:87
msgctxt "Error Message in CachedWriter.h"
msgid "Alignment error "
msgstr "对齐错误"

#: /Runtime/Serialize/TransferFunctions/YAMLRead.h:404
msgctxt "Error Message in YAMLRead.h"
msgid "Unexpected node type."
msgstr "意外的节点类型。"

#: /Runtime/Math/SphericalHarmonicsL2.cpp:276
msgctxt "Warning Message in SphericalHarmonicsL2.cpp"
msgid "destStart is out of range. Ignoring."
msgstr "destStart 超出范围。正在忽略。"

#: /Runtime/Utilities/MemoryPool.cpp:124
msgctxt "Error Message in MemoryPool.cpp"
msgid "out of memory!"
msgstr "内存不足！"

#: /Runtime/SceneManager/SceneManager.cpp:530
msgctxt "Error Message in SceneManager.cpp"
msgid "PreviewScene cannot be set as ActiveScene"
msgstr "PreviewScene 不能设置为 ActiveScene"

#: /Runtime/SceneManager/SceneManager.cpp:610
msgctxt "Warning Message in SceneManager.cpp"
msgid "DontDestroyOnLoad only works for root GameObjects or components on root GameObjects."
msgstr "DontDestroyOnLoad 仅适用于根游戏对象或根游戏对象上的组件。"

#: /Runtime/Allocator/UnityDefaultAllocator.cpp:120
msgctxt "Error Message in UnityDefaultAllocator.cpp"
msgid "Using memoryadresses from more than 16GB of memory"
msgstr "使用超过 16GB 内存的内存地址"

#: /Runtime/Allocator/TLSAllocator.cpp:18
msgctxt "Error Message in TLSAllocator.cpp"
msgid "Only one instance of the TLS allocator is allowed because of TLS implementation"
msgstr "由于 TLS 实现，仅允许 TLS 分配器的一个实例"

#: /Runtime/Allocator/AllocationHeader.h: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/BucketAllocatorTests.cpp:98
msgctxt "Error Message in BucketAllocatorTests.cpp"
msgid "There should be no allocations."
msgstr "不应该有分配。"

#: /Runtime/Mono/MonoUtility.h:325
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:61
msgctxt "Error Message in Coroutine.cpp"
msgid "Coroutine continue failure"
msgstr "协同程序继续失败"

#: /Runtime/Mono/Coroutine.cpp:391
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:483
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:426
msgctxt "Error Message in MonoManager.cpp"
msgid "Invalid assembly loaded"
msgstr "加载了无效的程序集"

#: /Runtime/Mono/MonoManager.cpp:1024
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:1351
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:1358
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源或从脚本代码同步进入播放模式。"

#: /Runtime/Mono/MonoManager.cpp:1480
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:1480
msgctxt "Error Message in MonoManager.cpp"
msgid "restore phase!"
msgstr "还原阶段！"

#: /Runtime/Mono/MonoManager.cpp:1666
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:269
msgctxt "Error Message in MonoBehaviour.cpp"
msgid "DestroyImmediate should not be called on the same game object when destroying a MonoBehaviour"
msgstr "销毁 MonoBehaviour 时不应该在同一游戏对象上调用 DestroyImmediate"

#: /Runtime/Shaders/ComputeShader.cpp:1423
msgctxt "Warning Message in ComputeShader.cpp"
msgid "dstOffsetBytes must be a multiple of 4"
msgstr "dstOffsetBytes 必须是 4 的倍数"

#: /Runtime/Shaders/ShaderImpl/ShaderTextureProperty.cpp:27
msgctxt "Error Message in ShaderTextureProperty.cpp"
msgid "A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader."
msgstr "绑定到非多采样采样器的多重采样纹理。禁用以避免未定义的行为。请在着色器中使用 Texture2DMS。"

#: /Runtime/Shaders/ShaderImpl/ShaderTextureProperty.cpp:29
msgctxt "Error Message in ShaderTextureProperty.cpp"
msgid "A non-multisampled texture being bound to a multisampled sampler. Disabling in order to avoid undefined behavior. Please enable the bindMS flag on the texture."
msgstr "绑定到多采样采样器的多重采样纹理。禁用以避免未定义的行为。请在纹理中启用 bindMS 标志。"

#: /Runtime/Profiler/MemoryProfiler.cpp:595
msgctxt "Error Message in MemoryProfiler.cpp"
msgid "Id not found in map"
msgstr "地图中找不到 Id"

#: /Runtime/Profiler/Recorder.cpp:51
msgctxt "Warning Message in Recorder.cpp"
msgid "Filtering a Recorder to the current thread is being ignored as this platform does not support threads."
msgstr "由于此平台不支持线程，因此将录制器过滤到当前线程将被忽略。"

#: /Runtime/Profiler/ScriptBindings/Profiler.bindings.cpp:57
msgctxt "Error Message in Profiler.bindings.cpp"
msgid "Profiler is not supported in this build"
msgstr "此版本不支持性能分析器"

#: /Runtime/Geometry/TextureAtlas.cpp:835
msgctxt "Error Message in TextureAtlas.cpp"
msgid "Unable to init atlas texture"
msgstr "无法初始化图集纹理"

#: /Runtime/Geometry/Polygon2D.cpp:27
msgctxt "Error Message in Polygon2D.cpp"
msgid "Failed setting path. Index is out of bounds."
msgstr "设置路径失败。索引超出范围。"

#: /Runtime/Export/Director/PlayableHandle.bindings.cpp:237
msgctxt "Error Message in PlayableHandle.bindings.cpp"
msgid "Cannot change weights on playables where canSetWeights is false."
msgstr "canSetWeights 为 false 时无法更改 playables 的权重。"

#: /Runtime/Export/Director/PlayableGraph.bindings.cpp:207
msgctxt "Error Message in PlayableGraph.bindings.cpp"
msgid "Cannot change inputs on playables where canChangeInputs is false."
msgstr "canChangeInputs 为 false 时无法更改 playables 的输入。"

#: /Runtime/Export/Camera/CullingGroup.bindings.cpp:70
msgctxt "Error Message in CullingGroup.bindings.cpp"
msgid "Culling group was not disposed. You have to call Dispose explicitly from the main thread. This will likely result in a crash."
msgstr "剔除组没有处理。您必须从主线程显式调用 Dispose。这可能会导致崩溃。"

#: /Runtime/Export/Unsafe/UnsafeUtility.bindings.h:116
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:164
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:140
msgctxt "Error Message in AtomicSafetyHandle.cpp"
msgid "The Handle has already been released."
msgstr "Handle 已经发布。"

#: /Runtime/Jobs/AtomicSafetyHandle.cpp:182
msgctxt "Error Message in AtomicSafetyHandle.cpp"
msgid "AtomicSafetyNode has either been corrupted or is being accessed on a job which is not allowed."
msgstr "AtomicSafetyNode 已损坏或正在不允许的作业上访问。"

#: /Runtime/Jobs/ScriptBindings/JobsBindings.cpp:637
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:1383
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:187
msgctxt "Error Message in SharedTextureData.h"
msgid "SharedTextureData source data is NULL."
msgstr "SharedTextureData 源数据为空。"

#: /Runtime/Graphics/SharedTextureData.h:264
msgctxt "Error Message in SharedTextureData.h"
msgid "Decrunching failed."
msgstr "合成失败。"

#: /Runtime/Graphics/Image.cpp:1097
msgctxt "Error Message in Image.cpp"
msgid "Unsupported"
msgstr "不支持"

#: /Runtime/Graphics/Image.cpp:2159
msgctxt "Error Message in Image.cpp"
msgid "Width and height must be positive"
msgstr "宽度和高度必须为正数"

#: /Runtime/Graphics/Image.cpp:2198
msgctxt "Error Message in Image.cpp"
msgid "Cannot access pixel data of compressed texture formats which cannot be partially decompressed (such as Crunch)."
msgstr "无法访问不能部分解压缩（例如 Crunch）的压缩纹理格式的像素数据。"

#: /Runtime/Graphics/Image.cpp:2321
msgctxt "Error Message in Image.cpp"
msgid "Array size must be at least width*height"
msgstr "数组大小必须至少为宽*高"

#: /Runtime/Graphics/Image.cpp:2327
msgctxt "Error Message in Image.cpp"
msgid "Texture rectangle is out of bounds"
msgstr "纹理矩形超出范围"

#: /Runtime/Graphics/CrunchCompression.cpp:26
msgctxt "Error Message in CrunchCompression.cpp"
msgid "Failed getting crunch texture info."
msgstr "获得紧缩纹理信息失败。"

#: /Runtime/Graphics/CrunchCompression.cpp:32
msgctxt "Error Message in CrunchCompression.cpp"
msgid "The texture could not be loaded because it has been encoded with an older version of Crunch. This can happen when loading AssetBundles containing Crunch-compressed textures built with Unity version prior to 2017.3"
msgstr "无法加载纹理，因为纹理已使用旧版本 Crunch 进行编码。加载使用 2017.3 之前的 Unity 版本生成的 Crunch 压缩纹理的 AssetBundles 时会发生这种情况"

#: /Runtime/Graphics/CrunchCompression.cpp:83
msgctxt "Error Message in CrunchCompression.cpp"
msgid "Failed unpacking crunch mip level."
msgstr "拆解 crunch mip 级别失败。"

#: /Runtime/Graphics/CrunchCompression.cpp:93
msgctxt "Error Message in CrunchCompression.cpp"
msgid "Failed crunch end."
msgstr "崩溃结束失败。"

#: /Runtime/Graphics/SpriteUtility.cpp:136
msgctxt "Error Message in SpriteUtility.cpp"
msgid "Sprite outline generation failed - could not read texture pixel data. Did you forget to make the texture readable?"
msgstr "生成 Sprite 轮廓失败 - 无法读取纹理像素数据。您是否未将纹理设置为可读？"

#: /Runtime/Graphics/GraphicsHelper.cpp:315
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:324
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:331
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:336
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/SparseTexture.cpp:68
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:1118
msgctxt "Error Message in RenderTexture.cpp"
msgid "Cannot grab pixels into RenderTexture from memoryless texture. Remove memoryless flag from Texture."
msgstr "无法从无记忆纹理中将像素抓取到 RenderTexture 中。请从纹理中移除无记忆标志。"

#: /Runtime/Graphics/RenderTexture.cpp:1124
msgctxt "Error Message in RenderTexture.cpp"
msgid "Invalid surface for grabbing pixels. Verify that the RenderTexture is a valid color surface. Only a single color target may be grabbed."
msgstr "用于抓取像素的表面无效。确认 RenderTexture 是有效的彩色表面。只能抓取单个颜色目标。"

#: /Runtime/Graphics/RenderTexture.cpp:1468
msgctxt "Error Message in RenderTexture.cpp"
msgid "Invalid DepthBufferFormat!"
msgstr "无效的 DepthBufferFormat！"

#: /Runtime/Graphics/RenderTexture.cpp:1483
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:1660
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:342
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:379
msgctxt "Error Message in ShaderScriptBindings.cpp"
msgid "Trying to copy properties from null material."
msgstr "正在尝试从空材质中复制属性。"

#: /Runtime/Graphics/CopyTexture.cpp:40
msgctxt "Error Message in CopyTexture.cpp"
msgid "Graphics.CopyTexture called with null source texture"
msgstr "Graphics.CopyTexture 调用了空的源纹理"

#: /Runtime/Graphics/CopyTexture.cpp:45
msgctxt "Error Message in CopyTexture.cpp"
msgid "Graphics.CopyTexture called with null destination texture"
msgstr "Graphics.CopyTexture 调用了空的目标纹理"

#: /Runtime/Graphics/CopyTexture.cpp:52
msgctxt "Error Message in CopyTexture.cpp"
msgid "Graphics.CopyTexture source render texture could not be created."
msgstr "无法创建 Graphics.CopyTexture 源渲染纹理。"

#: /Runtime/Graphics/CopyTexture.cpp:57
msgctxt "Error Message in CopyTexture.cpp"
msgid "Graphics.CopyTexture destination render texture could not be created."
msgstr "无法创建 Graphics.CopyTexture 目标渲染纹理。"

#: /Runtime/Graphics/CopyTexture.cpp:822
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:465
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:474
msgctxt "Error Message in TrailRenderer.cpp"
msgid "TrailRenderer.GetPositions array is too small!"
msgstr "TrailRenderer.GetPositions 数组太小！"

#: /Runtime/Graphics/DrawUtil.cpp:222
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:252
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:259
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:301
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:306
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:312
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:241
msgctxt "Error Message in AsyncUploadTexture.cpp"
msgid "DoDeCruncherJob failed."
msgstr "DoDeCruncherJob 失败。"

#: /Runtime/Graphics/AsyncUploadTexture.cpp:377
msgctxt "Error Message in AsyncUploadTexture.cpp"
msgid "AsyncResourceUpload failed."
msgstr "AsyncResourceUpload 失败。"

#: /Runtime/Graphics/Texture2D.cpp:2058
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:131
msgctxt "Error Message in AsyncGPUReadback.cpp"
msgid "AsyncGPUReadback - Buffer has been disposed"
msgstr "AsyncGPUReadback - 缓冲已经处理"

#: /Runtime/Graphics/AsyncGPUReadback.cpp:272
msgctxt "Error Message in AsyncGPUReadback.cpp"
msgid "AsyncGPUReadback - ComputeBuffer is NULL"
msgstr "AsyncGPUReadback - ComputeBuffer 为“空”"

#: /Runtime/Graphics/AsyncGPUReadback.cpp:278
msgctxt "Error Message in AsyncGPUReadback.cpp"
msgid "AsyncGPUReadback - ComputeBufferID is invalid"
msgstr "AsyncGPUReadback - ComputeBufferID 无效"

#: /Runtime/Graphics/AsyncGPUReadback.cpp:315
msgctxt "Error Message in AsyncGPUReadback.cpp"
msgid "AsyncGPUReadback - Texture is NULL"
msgstr "AsyncGPUReadback - 纹理为“空”"

#: /Runtime/Graphics/AsyncGPUReadback.cpp:321
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:655
msgctxt "Warning Message in LightingSettings.cpp"
msgid "Progressive GPU lightmapper requires a CPU with SSE4.1 support."
msgstr "GPU 渐进式光照贴图需要有支持 SSE4.1 的 CPU。"

#: /Runtime/Graphics/Renderer.cpp:852
msgctxt "Error Message in Renderer.cpp"
msgid "Invalid layer id. Please use the unique id of the layer (which is not the same as its index in the list)."
msgstr "无效的层 Id。请使用层的唯一 id（与列表中的索引不同）。"

#: /Runtime/Graphics/Mesh/SharedMeshData.cpp:109
msgctxt "Error Message in SharedMeshData.cpp"
msgid "Unknown bonesPerVertex in GetBoneWeights()"
msgstr "GetBoneWeights() 中的未知 bonesPerVertex"

#: /Runtime/Graphics/Mesh/VertexData.cpp:1315
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:686
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:782
msgctxt "Error Message in SkinnedMeshRenderer.cpp"
msgid "Failed to create compute skin pose buffer!"
msgstr "创建计算皮肤动作缓冲区失败！"

#: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:799
msgctxt "Error Message in SkinnedMeshRenderer.cpp"
msgid "Failed to create GPU skin pose buffer!"
msgstr "创建 GPU 皮肤动作缓冲区失败！"

#: /Runtime/Graphics/Mesh/MeshScriptBindings.cpp:171
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:489
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/Mesh/VertexDataConversionTests.cpp:52
msgctxt "Error Message in VertexDataConversionTests.cpp"
msgid "Unexpected size"
msgstr "意外的大小"

#: /Runtime/Graphics/Mesh/MeshIntegrationTests.cpp:561
msgctxt "Error Message in MeshIntegrationTests.cpp"
msgid "Unknown index format"
msgstr "未知的索引格式"

#: /Runtime/Graphics/CommandBuffer/RenderingCommandBuffer.cpp:3163
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:3225
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:572
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:1406
msgctxt "Error Message in ScriptableRenderContext.cpp"
msgid "Trying to access invalid active cameras pointer"
msgstr "试图访问无效的活动摄像机指针"

#: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:1435
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:94
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:287
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:293
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:805
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:686
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:694
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:1124
msgctxt "Error Message in ScriptableDrawRenderers.cpp"
msgid "A valid CullResults must be assigned to DrawRenderers"
msgstr "必须将有效的 CullResults 分配给 DrawRenderers"

#: /Runtime/Modules/LoadDylib.cpp: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:590
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:221
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:126
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:1163
msgctxt "Error Message in LogAssert.cpp"
msgid "Opening Console File is not supported on this platform."
msgstr "不支持在此平台上打开“控制台文件”。"

#: /Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageConverter.cpp:166
msgctxt "Error Message in ArchiveStorageConverter.cpp"
msgid "Failed to close archive file after conversion"
msgstr "转换后关闭存档文件失败"

#: /Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageCreator.cpp:326
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:822
msgctxt "MenuItem in SceneHierarchy.cs"
msgid "Create Empty"
msgstr "创建空对象"

#: /Editor/Mono/SceneHierarchy.cs:823
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 中包含的资源名称的映射。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 "主要资源的 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 中包含的资源路径的映射。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 "从包中加载特定资源时，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 "包中所有资源的 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:365
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:369
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:379
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:380
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:381
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:382
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:383
msgctxt "From AutoDocumentation"
msgid "Size of sample output buffer."
msgstr "样本输出缓冲区的大小。"

#: Editor/Src/AutoDocumentation.cpp:390
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:391
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:392
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:393
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:394
msgctxt "From AutoDocumentation"
msgid "Global attenuation setting."
msgstr "全局衰减设置。"

#: Editor/Src/AutoDocumentation.cpp:474
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:475
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:476
msgctxt "From AutoDocumentation"
msgid "Bypass/ignore any reverb zones."
msgstr "绕过/忽略所有混响区域。"

#: Editor/Src/AutoDocumentation.cpp:477
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:478
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:479
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:480
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:481
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:482
msgctxt "From AutoDocumentation"
msgid "Mutes the sound."
msgstr "静音此声音。"

#: Editor/Src/AutoDocumentation.cpp:483
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:484
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:485
msgctxt "From AutoDocumentation"
msgid "Apply spatialized panning."
msgstr "应用空间声像处理。"

#: Editor/Src/AutoDocumentation.cpp:486
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:487
msgctxt "From AutoDocumentation"
msgid "backward compatibility props"
msgstr "后向兼容属性"

#: Editor/Src/AutoDocumentation.cpp:488
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:489
msgctxt "From AutoDocumentation"
msgid "Play the sound when the scene loads."
msgstr "场景载入时播放声音。"

#: Editor/Src/AutoDocumentation.cpp:490
msgctxt "From AutoDocumentation"
msgid "Sets the volume of the sound."
msgstr "设置声音的音量。"

#: Editor/Src/AutoDocumentation.cpp:500
msgctxt "From AutoDocumentation"
msgid "Blend Node type."
msgstr "混合节点类型"

#: Editor/Src/AutoDocumentation.cpp:511
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:513
msgctxt "From AutoDocumentation"
msgid "The size of the box."
msgstr "盒尺寸。"

#: Editor/Src/AutoDocumentation.cpp:517
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:519
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:521
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:523
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:525
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:527
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:529
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:533
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:541
msgctxt "From AutoDocumentation"
msgid "Which layers the camera renders."
msgstr "摄像机渲染的图层。"

#: Editor/Src/AutoDocumentation.cpp:542
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:544
msgctxt "From AutoDocumentation"
msgid "Which layers receive events."
msgstr "接收事件的图层"

#: Editor/Src/AutoDocumentation.cpp:545
msgctxt "From AutoDocumentation"
msgid "Far clipping plane."
msgstr "远剪裁平面。"

#: Editor/Src/AutoDocumentation.cpp:546
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:548
msgctxt "From AutoDocumentation"
msgid "Near clipping plane."
msgstr "近剪裁平面。"

#: Editor/Src/AutoDocumentation.cpp:549
msgctxt "From AutoDocumentation"
msgid "Is camera orthographic?"
msgstr "摄像机是正交的？"

#: Editor/Src/AutoDocumentation.cpp:550
msgctxt "From AutoDocumentation"
msgid "Rendering path to use."
msgstr "要使用的渲染路径。"

#: Editor/Src/AutoDocumentation.cpp:558
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:559
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:569
msgctxt "From AutoDocumentation"
msgid "[ 0, infinity  ]"
msgstr "[ 0, 无穷大  ]"

#: Editor/Src/AutoDocumentation.cpp:576
msgctxt "From AutoDocumentation"
msgid "The direction of the capsule."
msgstr "胶囊的方向。"

#: Editor/Src/AutoDocumentation.cpp:581
msgctxt "From AutoDocumentation"
msgid "The size of the capsule."
msgstr "胶囊尺寸。"

#: Editor/Src/AutoDocumentation.cpp:591
msgctxt "From AutoDocumentation"
msgid "[ 0.0001, infinity  ]"
msgstr "[ 0.0001, 无穷大  ]"

#: Editor/Src/AutoDocumentation.cpp:593
msgctxt "From AutoDocumentation"
msgid "[ 0, 180  ]"
msgstr "[ 0, 180  ]"

#: Editor/Src/AutoDocumentation.cpp:600
msgctxt "From AutoDocumentation"
msgid "The radius of the circle. [ 0.0001, 1000000  ]."
msgstr "圆的半径。[ 0.0001, 1000000  ]。"

#: Editor/Src/AutoDocumentation.cpp:605
msgctxt "From AutoDocumentation"
msgid "Name of the device."
msgstr "设备名称。"

#: Editor/Src/AutoDocumentation.cpp:606
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:607
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:608
msgctxt "From AutoDocumentation"
msgid "URL of the VRPN server."
msgstr "VRPN 服务器的 URL。"

#: Editor/Src/AutoDocumentation.cpp:619
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:620
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:621
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:622
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:623
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:624
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:630
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:635
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:640
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:642
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:656
msgctxt "From AutoDocumentation"
msgid "Force applied globally."
msgstr "全局应用的力。"

#: Editor/Src/AutoDocumentation.cpp:657
msgctxt "From AutoDocumentation"
msgid "Force applied locally."
msgstr "局部应用的力。"

#: Editor/Src/AutoDocumentation.cpp:658
msgctxt "From AutoDocumentation"
msgid "Torque applied locally."
msgstr "局部扭矩。"

#: Editor/Src/AutoDocumentation.cpp:659
msgctxt "From AutoDocumentation"
msgid "Torque applied globally."
msgstr "全局扭矩。"

#: Editor/Src/AutoDocumentation.cpp:663
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:664
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:665
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:669
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:670
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:672
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:676
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:677
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:680
msgctxt "From AutoDocumentation"
msgid "Controls the use of the next point."
msgstr "控制下一点的使用。"

#: Editor/Src/AutoDocumentation.cpp:681
msgctxt "From AutoDocumentation"
msgid "Controls the use of the previous point."
msgstr "控制上一点的使用。"

#: Editor/Src/AutoDocumentation.cpp:685
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:686
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:690
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:692
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:697
msgctxt "From AutoDocumentation"
msgid "The individual flare elements."
msgstr "单个光晕元素。"

#: Editor/Src/AutoDocumentation.cpp:698
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:699
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:711
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:713
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:718
msgctxt "From AutoDocumentation"
msgid "Text alignment."
msgstr "文本对齐。"

#: Editor/Src/AutoDocumentation.cpp:730
msgctxt "From AutoDocumentation"
msgid "Border of the background images."
msgstr "背景图片框"

#: Editor/Src/AutoDocumentation.cpp:731
msgctxt "From AutoDocumentation"
msgid "Clip offset."
msgstr "剪裁偏移。"

#: Editor/Src/AutoDocumentation.cpp:732
msgctxt "From AutoDocumentation"
msgid "Clipping mode to use."
msgstr "使用剪裁模式。"

#: Editor/Src/AutoDocumentation.cpp:737
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:738
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:740
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:741
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:742
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:749
msgctxt "From AutoDocumentation"
msgid "How image and text is combined."
msgstr "图像和文本如何结合。"

#: Editor/Src/AutoDocumentation.cpp:756
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:757
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:758
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:759
msgctxt "From AutoDocumentation"
msgid "Use HTML-style markup."
msgstr "Use HTML-style markup."

#: Editor/Src/AutoDocumentation.cpp:760
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:765
msgctxt "From AutoDocumentation"
msgid "Word wrap the text?"
msgstr "文本自动换行？"

#: Editor/Src/AutoDocumentation.cpp:769
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:770
msgctxt "From AutoDocumentation"
msgid "The layout of each cell."
msgstr "每个单元格的布局。"

#: Editor/Src/AutoDocumentation.cpp:777
msgctxt "From AutoDocumentation"
msgid "The volume each cell occupies."
msgstr "每个单元格占据的体积。"

#: Editor/Src/AutoDocumentation.cpp:778
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:790
msgctxt "From AutoDocumentation"
msgid "Raw heightmap."
msgstr "原始高度贴图。"

#: Editor/Src/AutoDocumentation.cpp:794
msgctxt "From AutoDocumentation"
msgid "The joint angle limits."
msgstr "关节角度限制。"

#: Editor/Src/AutoDocumentation.cpp:795
msgctxt "From AutoDocumentation"
msgid "The joint motor."
msgstr "关节马达。"

#: Editor/Src/AutoDocumentation.cpp:796
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:797
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:801
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:802
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:803
msgctxt "From AutoDocumentation"
msgid "Axis to use."
msgstr "使用的轴。"

#: Editor/Src/AutoDocumentation.cpp:834
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:835
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:836
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:837
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:838
msgctxt "From AutoDocumentation"
msgid "flip positive and negative?"
msgstr "翻转正面和负面？"

#: Editor/Src/AutoDocumentation.cpp:839
msgctxt "From AutoDocumentation"
msgid "Joystick identifier index."
msgstr "操作杆标识符索引。"

#: Editor/Src/AutoDocumentation.cpp:859
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:860
msgctxt "From AutoDocumentation"
msgid "Button to be pressed for movement in negative direction."
msgstr "负向移动按钮"

#: Editor/Src/AutoDocumentation.cpp:861
msgctxt "From AutoDocumentation"
msgid "Button to be pressed for movement in positive direction."
msgstr "正向移动按钮"

#: Editor/Src/AutoDocumentation.cpp:862
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:863
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:873
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:877
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:878
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:879
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:880
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:884
msgctxt "From AutoDocumentation"
msgid "Animate the cross-fading."
msgstr "交叉淡化动画化。"

#: Editor/Src/AutoDocumentation.cpp:886
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:892
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:896
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:900
msgctxt "From AutoDocumentation"
msgid "Brightness scale of the flare."
msgstr "眩光亮度级别"

#: Editor/Src/AutoDocumentation.cpp:901
msgctxt "From AutoDocumentation"
msgid "Color of the flare."
msgstr "眩光颜色"

#: Editor/Src/AutoDocumentation.cpp:902
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:903
msgctxt "From AutoDocumentation"
msgid "Fade speed of the flare."
msgstr "眩光淡化速度。"

#: Editor/Src/AutoDocumentation.cpp:904
msgctxt "From AutoDocumentation"
msgid "Source flare asset to render."
msgstr "要渲染的源眩光资源。"

#: Editor/Src/AutoDocumentation.cpp:905
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:909
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:910
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:911
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:912
msgctxt "From AutoDocumentation"
msgid "Custom cookie (optional)"
msgstr "自定义剪影（可选）"

#: Editor/Src/AutoDocumentation.cpp:913
msgctxt "From AutoDocumentation"
msgid "Cookie size for directional lights."
msgstr "定向光剪影大小"

#: Editor/Src/AutoDocumentation.cpp:914
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:915
msgctxt "From AutoDocumentation"
msgid "Does the light have a halo?"
msgstr "灯光是否有一个光晕？"

#: Editor/Src/AutoDocumentation.cpp:916
msgctxt "From AutoDocumentation"
msgid "Does the light have a flare?"
msgstr "灯光是否有一个眩光？"

#: Editor/Src/AutoDocumentation.cpp:917
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:918
msgctxt "From AutoDocumentation"
msgid "Light intensity."
msgstr "光照强度。"

#: Editor/Src/AutoDocumentation.cpp:919
msgctxt "From AutoDocumentation"
msgid "Per-layer shadow cull distances."
msgstr "每层阴影剔除距离。"

#: Editor/Src/AutoDocumentation.cpp:926
msgctxt "From AutoDocumentation"
msgid "Light range."
msgstr "光照范围。"

#: Editor/Src/AutoDocumentation.cpp:927
msgctxt "From AutoDocumentation"
msgid "Rendering mode for the light"
msgstr "灯光渲染模式"

#: Editor/Src/AutoDocumentation.cpp:933
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:934
msgctxt "From AutoDocumentation"
msgid "Shadow settings."
msgstr "阴影设置"

#: Editor/Src/AutoDocumentation.cpp:935
msgctxt "From AutoDocumentation"
msgid "Spot light shape"
msgstr "聚光灯形状"

#: Editor/Src/AutoDocumentation.cpp:941
msgctxt "From AutoDocumentation"
msgid "Angle of the spotlight cone."
msgstr "聚光灯锥体角度。"

#: Editor/Src/AutoDocumentation.cpp:942
msgctxt "From AutoDocumentation"
msgid "Light type"
msgstr "光照类型"

#: Editor/Src/AutoDocumentation.cpp:950
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:984
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:985
msgctxt "From AutoDocumentation"
msgid "Enlighten data version."
msgstr "Enlighten 数据版本。"

#: Editor/Src/AutoDocumentation.cpp:986
msgctxt "From AutoDocumentation"
msgid "Enlighten runtime mapping information."
msgstr "Enlighten 运行时贴图信息。"

#: Editor/Src/AutoDocumentation.cpp:987
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:988
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:989
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:990
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:991
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:992
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:1064
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:1065
msgctxt "From AutoDocumentation"
msgid "Draw lines in worldspace (or localspace)"
msgstr "在 worldspace（或 localspace）中绘制线条"

#: Editor/Src/AutoDocumentation.cpp:1069
msgctxt "From AutoDocumentation"
msgid "The humanoid oversampling multiplier"
msgstr "人形过度采样乘数"

#: Editor/Src/AutoDocumentation.cpp:1105
msgctxt "From AutoDocumentation"
msgid "[ 0, 1  ]"
msgstr "[ 0, 1  ]"

#: Editor/Src/AutoDocumentation.cpp:1141
msgctxt "From AutoDocumentation"
msgid "Should the collider gizmos always be shown even when they are not selected?"
msgstr "是否应该始终显示碰撞器小工具，哪怕这些小工具未被选择？"

#: Editor/Src/AutoDocumentation.cpp:1142
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:1144
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:1145
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:1147
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:1149
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:1150
msgctxt "From AutoDocumentation"
msgid "The color used by the gizmos to show all collider AABBs."
msgstr "小工具用来显示所有碰撞器 AABBs 的颜色。"

#: Editor/Src/AutoDocumentation.cpp:1151
msgctxt "From AutoDocumentation"
msgid "The color used by the gizmos to show all asleep colliders (collider is asleep when the body is asleep)."
msgstr "小工具用来显示所有睡眠的碰撞器的颜色（主体睡眠后，碰撞器也会随之睡眠）"

#: Editor/Src/AutoDocumentation.cpp:1152
msgctxt "From AutoDocumentation"
msgid "The color used by the gizmos to show all awake colliders (collider is awake when the body is awake)."
msgstr "小工具用来显示所有唤醒的碰撞器的颜色（主体唤醒后，碰撞器也会随之唤醒）"

#: Editor/Src/AutoDocumentation.cpp:1153
msgctxt "From AutoDocumentation"
msgid "The color used by the gizmos to show all collider contacts."
msgstr "小工具用来显示所有碰撞器接触的颜色。"

#: Editor/Src/AutoDocumentation.cpp:1154
msgctxt "From AutoDocumentation"
msgid "The scale of the contact arrow used by the collider gizmos. [ 0.1, 1  ]."
msgstr "碰撞器小工具使用的接触箭头的比例。[ 0.1, 1  ]。"

#: Editor/Src/AutoDocumentation.cpp:1156
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:1158
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:1159
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:1160
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:1161
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:1163
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:1165
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:1167
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:1169
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:1171
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:1173
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:1174
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:1175
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:1176
msgctxt "From AutoDocumentation"
msgid "Should the collider gizmos show the AABBs for each collider?"
msgstr "碰撞器小玩意是否应该为每个碰撞器显示 AABBs？"

#: Editor/Src/AutoDocumentation.cpp:1177
msgctxt "From AutoDocumentation"
msgid "Should the collider gizmos show current contacts for each collider?"
msgstr "碰撞器小工具是否应该为每个碰撞器显示当前接触？"

#: Editor/Src/AutoDocumentation.cpp:1178
msgctxt "From AutoDocumentation"
msgid "Should the collider gizmos show the sleep-state for each collider?"
msgstr "碰撞器小玩意是否应该为每个碰撞器显示睡眠状态？"

#: Editor/Src/AutoDocumentation.cpp:1179
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:1185
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:1187
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:1189
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:1194
msgctxt "From AutoDocumentation"
msgid "Run the physics simulation automatically or allow the explicit control of it."
msgstr "自动运行物理模拟或允许对其进行显式控制。"

#: Editor/Src/AutoDocumentation.cpp:1195
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:1196
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:1202
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:1203
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:1205
msgctxt "From AutoDocumentation"
msgid "Inter collision settings toggle."
msgstr "相互碰撞设置切换。"

#: Editor/Src/AutoDocumentation.cpp:1206
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:1208
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:1215
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:1220
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:1221
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:1222
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:1223
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:1225
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:1227
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:1228
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:1229
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:1230
msgctxt "From AutoDocumentation"
msgid "Friction type."
msgstr "摩擦类型。"

#: Editor/Src/AutoDocumentation.cpp:1237
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:1238
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:1239
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:1240
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:1241
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:1242
msgctxt "From AutoDocumentation"
msgid "Choose solver."
msgstr "选择解算器。"

#: Editor/Src/AutoDocumentation.cpp:1247
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:1248
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:1253
msgctxt "From AutoDocumentation"
msgid "Bounciness. Range { 0.0, 100000.0 }."
msgstr "弹力。范围 { 0.0, 100000.0 }。"

#: Editor/Src/AutoDocumentation.cpp:1254
msgctxt "From AutoDocumentation"
msgid "Friction. Range { 0.0, 100000.0 }."
msgstr "摩擦。范围 { 0.0, 100000.0 }。"

#: Editor/Src/AutoDocumentation.cpp:1258
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:1259
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:1261
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:1263
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:1264
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:1265
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:1266
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:1358
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:1385
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:1399
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:1406
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:1468
msgctxt "From AutoDocumentation"
msgid "Stereo rendering path to use."
msgstr "使用的立体声渲染路径。"

#: Editor/Src/AutoDocumentation.cpp:1498
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:1499
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:1500
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:1501
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:1511
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:1523
msgctxt "From AutoDocumentation"
msgid "[MB]"
msgstr "[MB]"

#: Editor/Src/AutoDocumentation.cpp:1524
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:1543
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:1554
msgctxt "From AutoDocumentation"
msgid "Which vertex channels are compressed."
msgstr "压缩的顶点通道。"

#: Editor/Src/AutoDocumentation.cpp:1555
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:1556
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:1557
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:1582
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:1585
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:1587
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:1593
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:1608
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:1612
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:1614
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:1618
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:1642
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:1643
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:1644
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:1646
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:1647
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:1649
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:1654
msgctxt "From AutoDocumentation"
msgid "Ambient equator color."
msgstr "环境赤道颜色"

#: Editor/Src/AutoDocumentation.cpp:1655
msgctxt "From AutoDocumentation"
msgid "Ambient ground color."
msgstr "环境地面颜色"

#: Editor/Src/AutoDocumentation.cpp:1656
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:1657
msgctxt "From AutoDocumentation"
msgid "Ambient lighting mode."
msgstr "环境光模式。"

#: Editor/Src/AutoDocumentation.cpp:1658
msgctxt "From AutoDocumentation"
msgid "Ambient sky color."
msgstr "环境天空颜色。"

#: Editor/Src/AutoDocumentation.cpp:1659
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:1660
msgctxt "From AutoDocumentation"
msgid "Source of the default reflection probe"
msgstr "默认反射探测器的源"

#: Editor/Src/AutoDocumentation.cpp:1665
msgctxt "From AutoDocumentation"
msgid "Fade time for a flare."
msgstr "一个眩光的淡化速度。"

#: Editor/Src/AutoDocumentation.cpp:1666
msgctxt "From AutoDocumentation"
msgid "Strength of light flares [ 0, 1 ]."
msgstr "灯光光晕强度 [ 0, 1 ]。"

#: Editor/Src/AutoDocumentation.cpp:1668
msgctxt "From AutoDocumentation"
msgid "Use fog in the scene?"
msgstr "在场景中使用雾？"

#: Editor/Src/AutoDocumentation.cpp:1669
msgctxt "From AutoDocumentation"
msgid "Fog color."
msgstr "雾颜色。"

#: Editor/Src/AutoDocumentation.cpp:1670
msgctxt "From AutoDocumentation"
msgid "Density for exponential fog."
msgstr "指数雾密度"

#: Editor/Src/AutoDocumentation.cpp:1671
msgctxt "From AutoDocumentation"
msgid "Fog mode to use."
msgstr "使用的雾模式。"

#: Editor/Src/AutoDocumentation.cpp:1677
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:1678
msgctxt "From AutoDocumentation"
msgid "Strength of light halos [ 0, 1 ]."
msgstr "灯光光环强度 [ 0, 1 ]。"

#: Editor/Src/AutoDocumentation.cpp:1680
msgctxt "From AutoDocumentation"
msgid "The light halo texture."
msgstr "光晕纹理。"

#: Editor/Src/AutoDocumentation.cpp:1681
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:1682
msgctxt "From AutoDocumentation"
msgid "End distance for linear fog."
msgstr "线性曲线雾的结束距离"

#: Editor/Src/AutoDocumentation.cpp:1683
msgctxt "From AutoDocumentation"
msgid "Starting distance for linear fog."
msgstr "线性雾的起始距离。"

#: Editor/Src/AutoDocumentation.cpp:1686
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:1687
msgctxt "From AutoDocumentation"
msgid "The default spotlight cookie."
msgstr "默认的聚光灯 cookie。"

#: Editor/Src/AutoDocumentation.cpp:1688
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:1689
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:1693
msgctxt "From AutoDocumentation"
msgid "Anti-aliasing"
msgstr "抗锯齿"

#: Editor/Src/AutoDocumentation.cpp:1700
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:1701
msgctxt "From AutoDocumentation"
msgid "Color buffer format"
msgstr "颜色缓冲区格式"

#: Editor/Src/AutoDocumentation.cpp:1753
msgctxt "From AutoDocumentation"
msgid "Depth buffer format"
msgstr "深度缓冲区格式"

#: Editor/Src/AutoDocumentation.cpp:1759
msgctxt "From AutoDocumentation"
msgid "If enabled, the color format maybe be changed by a compatible and supported format on the target platform."
msgstr "如果启用，则可以通过目标平台上兼容且支持的格式更改颜色格式。"

#: Editor/Src/AutoDocumentation.cpp:1760
msgctxt "From AutoDocumentation"
msgid "[ 1, 20000 ]"
msgstr "[ 1, 20000 ]"

#: Editor/Src/AutoDocumentation.cpp:1769
msgctxt "From AutoDocumentation"
msgid "enum RendererType"
msgstr "枚举 RendererType"

#: Editor/Src/AutoDocumentation.cpp:1776
msgctxt "From AutoDocumentation"
msgid "Lightmap tiling and offset."
msgstr "光照贴图平铺与偏移。"

#: Editor/Src/AutoDocumentation.cpp:1777
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:1778
msgctxt "From AutoDocumentation"
msgid "Motion Vector generation mode."
msgstr "运动矢量生成模式。"

#: Editor/Src/AutoDocumentation.cpp:1787
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:1796
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:1804
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:1809
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:1811
msgctxt "From AutoDocumentation"
msgid "The type of the rigidbody."
msgstr "刚体类型。"

#: Editor/Src/AutoDocumentation.cpp:1817
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:1822
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:1823
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:1825
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:1831
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:1833
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:1835
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:1836
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:1837
msgctxt "From AutoDocumentation"
msgid "The sleeping mode for the body."
msgstr "主体的睡眠模式。"

#: Editor/Src/AutoDocumentation.cpp:1843
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:1844
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:1848
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:1861
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:1862
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:1869
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:1870
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:1874
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:1876
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:1884
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:1890
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:1892
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:1894
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:1907
msgctxt "From AutoDocumentation"
msgid "Sets the draw mode for the SpriteRenderer."
msgstr "设置 SpriteRenderer 的绘制模式。"

#: Editor/Src/AutoDocumentation.cpp:1924
msgctxt "From AutoDocumentation"
msgid "Sets the tiled mode for SpriteRenderer."
msgstr "设置 SpriteRenderer 的平铺模式。"

#: Editor/Src/AutoDocumentation.cpp:1941
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:1943
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:1945
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:1947
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:1948
msgctxt "From AutoDocumentation"
msgid "Should the impulse force but applied to the contact point? Applying the force at the contact point may cause the target to rotate."
msgstr "脉冲力是否应该施加到接触点上？在接触点处施加力可能会导致目标旋转。"

#: Editor/Src/AutoDocumentation.cpp:1949
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:1953
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:1954
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:1955
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:1957
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:1959
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:1961
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:1971
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:1983
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:1984
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:1986
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:1993
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:1994
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:1995
msgctxt "From AutoDocumentation"
msgid "Length of one tab."
msgstr "制表符长度。"

#: Editor/Src/AutoDocumentation.cpp:1999
msgctxt "From AutoDocumentation"
msgid "The Render Orientation of each tile."
msgstr "每个瓦片的“渲染方向”。"

#: Editor/Src/AutoDocumentation.cpp:2012
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:2023
msgctxt "From AutoDocumentation"
msgid "The render mode."
msgstr "渲染模式。"

#: Editor/Src/AutoDocumentation.cpp:2028
msgctxt "From AutoDocumentation"
msgid "The Sort Order of all tiles."
msgstr "所有瓦片的排序顺序。"

#: Editor/Src/AutoDocumentation.cpp:2038
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:2043
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:2044
msgctxt "From AutoDocumentation"
msgid "Pause/unpause trail generation."
msgstr "暂停/取消暂停拖尾生成。"

#: Editor/Src/AutoDocumentation.cpp:2045
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:2047
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:2061
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:2071
msgctxt "From AutoDocumentation"
msgid "Joint type."
msgstr "关节类型。"

#: Editor/Src/AutoDocumentation.cpp:2078
msgctxt "From AutoDocumentation"
msgid "Lock type."
msgstr "锁定类型。"

#: Editor/Src/AutoDocumentation.cpp:2117
msgctxt "From AutoDocumentation"
msgid "Bending stiffness. 0 = disabled. [ 0, 1  ]."
msgstr "弯曲硬度。 0 = 禁用。 [ 0, 1 ]。"

#: Editor/Src/AutoDocumentation.cpp:2119
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:2121
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:2122
msgctxt "From AutoDocumentation"
msgid "Friction. [ 0, 1  ]."
msgstr "摩擦。[ 0, 1  ]"

#: Editor/Src/AutoDocumentation.cpp:2124
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:2125
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:2127
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:2129
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:2130
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:2131
msgctxt "From AutoDocumentation"
msgid "Stretching stiffness. [ 0, 1  ]."
msgstr "伸展硬度。 [ 0, 1  ]。"

#: Editor/Src/AutoDocumentation.cpp:2133
msgctxt "From AutoDocumentation"
msgid "Increasing particle mass after collision."
msgstr "碰撞后增加粒子质量。"

#: Editor/Src/AutoDocumentation.cpp:2134
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:2135
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:2136
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:2189
msgctxt "From AutoDocumentation"
msgid "activate joint limits"
msgstr "激活关节限制"

#: Editor/Src/AutoDocumentation.cpp:2193
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:2195
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:2197
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:2199
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:2200
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:2201
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:2208
msgctxt "From AutoDocumentation"
msgid "[ 0.f, 3.402823e+36f  ]"
msgstr "[ 0.f, 3.402823e+36f  ]"

#: Editor/Src/AutoDocumentation.cpp:2240
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:2289
msgctxt "From AutoDocumentation"
msgid "Asymptote Slip. [ 0.001, infinity  ]."
msgstr "渐近线滑动。 [ 0.001, 无限  ]。"

#: Editor/Src/AutoDocumentation.cpp:2291
msgctxt "From AutoDocumentation"
msgid "Asymptote Value. [ 0.001, infinity  ]."
msgstr "渐近线值。[ 0.001, 无限  ]"

#: Editor/Src/AutoDocumentation.cpp:2293
msgctxt "From AutoDocumentation"
msgid "Extremum Slip. [ 0.001, infinity  ]."
msgstr "极值滑动。 [ 0.001, 无限  ]"

#: Editor/Src/AutoDocumentation.cpp:2295
msgctxt "From AutoDocumentation"
msgid "Extremum Value. [ 0.001, infinity  ]."
msgstr "极值。[ 0.001, 无限  ]"

#: Editor/Src/AutoDocumentation.cpp:2297
msgctxt "From AutoDocumentation"
msgid "Stiffness Factor. [ 0, infinity  ]."
msgstr "硬度系数。 [ 0, 无限 ]。"

#: Editor/Src/AutoDocumentation.cpp:2303
msgctxt "From AutoDocumentation"
msgid "The joint suspension."
msgstr "关机悬挂。"

#: Editor/Src/AutoDocumentation.cpp:2316
msgctxt "From AutoDocumentation"
msgid "xyz - direction, w - time"
msgstr "xyz - 方向，w - 时间"

#: Editor/Src/AutoDocumentation.cpp:2317
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:2318
msgctxt "From AutoDocumentation"
msgid "xyz - origin, w - max range"
msgstr "xyz - 原点，w - 最大范围"

#: Editor/Src/AutoDocumentation.cpp:2331
msgctxt "From AutoDocumentation"
msgid "Shader mode"
msgstr "着色器模式"

#: Editor/Src/AutoDocumentation.cpp:2337
msgctxt "From AutoDocumentation"
msgid "Shader to use."
msgstr "要使用的着色器。"

#: Editor/Src/AutoDocumentation.cpp:2341
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:2342
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:2343
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:2344
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:2345
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:2346
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:2347
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:2348
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:2349
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:2350
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:2351
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:2355
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:2359
msgctxt "From AutoDocumentation"
msgid "The function call to execute."
msgstr "调用执行的函数。"

#: Editor/Src/AutoDocumentation.cpp:2360
msgctxt "From AutoDocumentation"
msgid "The object to pass to m_Call."
msgstr "传递给 m_Call 的对象。"

#: Editor/Src/AutoDocumentation.cpp:2364
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:2365
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:2369
msgctxt "From AutoDocumentation"
msgid ": Rename to propertyName, thats how it is called in C#"
msgstr ": 重命名 propertyName，即如何在 C# 调用它。"

#: Editor/Src/AutoDocumentation.cpp:2373
msgctxt "From AutoDocumentation"
msgid "Element color tint."
msgstr "元素颜色着色。"

#: Editor/Src/AutoDocumentation.cpp:2374
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:2375
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:2376
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:2377
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:2378
msgctxt "From AutoDocumentation"
msgid "The size of the element."
msgstr "元素尺寸。"

#: Editor/Src/AutoDocumentation.cpp:2379
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:2380
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:2384
msgctxt "From AutoDocumentation"
msgid "This is absolute."
msgstr "该值为绝对值。"

#: Editor/Src/AutoDocumentation.cpp:2385
msgctxt "From AutoDocumentation"
msgid "The rectangle of this clipping rect."
msgstr "此剪辑 rect 的矩形。"

#: Editor/Src/AutoDocumentation.cpp:2386
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:2387
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:2388
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:2392
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:2393
msgctxt "From AutoDocumentation"
msgid "The color of the text."
msgstr "文本颜色。"

#: Editor/Src/AutoDocumentation.cpp:2397
msgctxt "From AutoDocumentation"
msgid "Deferred shading shader settings."
msgstr "延迟着色着色器设置。"

#: Editor/Src/AutoDocumentation.cpp:2398
msgctxt "From AutoDocumentation"
msgid "Deferred Reflections shader settings."
msgstr "“延迟反射”的着色器设置。"

#: Editor/Src/AutoDocumentation.cpp:2399
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:2400
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:2405
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:2411
msgctxt "From AutoDocumentation"
msgid "Legacy (light prepass) deferred shader settings."
msgstr "旧版（光线预通）延迟着色器设置"

#: Editor/Src/AutoDocumentation.cpp:2412
msgctxt "From AutoDocumentation"
msgid "Lens flare shader settings."
msgstr "镜头眩光着色器设置。"

#: Editor/Src/AutoDocumentation.cpp:2413
msgctxt "From AutoDocumentation"
msgid "Light halo shader settings."
msgstr "光晕着色器设置。"

#: Editor/Src/AutoDocumentation.cpp:2414
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:2419
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:2420
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:2421
msgctxt "From AutoDocumentation"
msgid "MotionVectors shader settings."
msgstr "MotionVectors 着色器设置。"

#: Editor/Src/AutoDocumentation.cpp:2422
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:2423
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:2440
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:2441
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:2442
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:2443
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:2447
msgctxt "From AutoDocumentation"
msgid "Identifier of the codec used, note there is a special &quot;no data&quot; 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:2448
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:2449
msgctxt "From AutoDocumentation"
msgid "Size of the coded bytes."
msgstr "编码字节的大小。"

#: Editor/Src/AutoDocumentation.cpp:2453
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:2454
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:2455
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:2456
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:2457
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:2461
msgctxt "From AutoDocumentation"
msgid "Offset pointing to TileInfo [numTilesX*numTilesY]."
msgstr "指向 TileInfo [numTilesX*numTilesY] 的偏移。"

#: Editor/Src/AutoDocumentation.cpp:2465
msgctxt "From AutoDocumentation"
msgid "The number of tiles in the page."
msgstr "页面中的瓦片数。"

#: Editor/Src/AutoDocumentation.cpp:2469
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:2470
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:2471
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:2472
msgctxt "From AutoDocumentation"
msgid "Offset to the thumbnail data. At offset &quot;offset&quot; the raw data starts at offset &quot;offset+rawSize&quot; the bc data starts."
msgstr "缩略图数据的偏移。在偏移 &quot;offset&quot; 处开始原始数据，而在偏移 &quot;offset+rawSize&quot; 处开始 Bc 数据。"

#: Editor/Src/AutoDocumentation.cpp:2473
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:2474
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:2478
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:2479
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 &quot;may&quot; 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 &quot;可以&quot; 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:2480
msgctxt "From AutoDocumentation"
msgid "Unused field, set to zero."
msgstr "未使用的字段，设置为零。"

#: Editor/Src/AutoDocumentation.cpp:2484
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:2488
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:2489
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:2493
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:2494
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:2498
msgctxt "From AutoDocumentation"
msgid "128-bit MD5 hash."
msgstr "128 位 MD5 哈希。"

#: Editor/Src/AutoDocumentation.cpp:2499
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:2500
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:2501
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:2505
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:2506
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:2507
msgctxt "From AutoDocumentation"
msgid "Offset of the parameter block."
msgstr "参数块的偏移。"

#: Editor/Src/AutoDocumentation.cpp:2508
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:2512
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:2513
msgctxt "From AutoDocumentation"
msgid "Offset pointing to ExtendedFlatTileInfo [numFlatTiles]."
msgstr "指向 ExtendedFlatTileInfo [numFlatTiles] 的偏移。"

#: Editor/Src/AutoDocumentation.cpp:2514
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:2515
msgctxt "From AutoDocumentation"
msgid "Offset pointing to FlatTileInfo[numFlatTiles]."
msgstr "指向 FlatTileInfo[numFlatTiles] 的偏移。"

#: Editor/Src/AutoDocumentation.cpp:2516
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:2517
msgctxt "From AutoDocumentation"
msgid "Offset pointing to LayerInfo [numLayers]."
msgstr "指向 LayerInfo [numLayers] 的偏移。"

#: Editor/Src/AutoDocumentation.cpp:2518
msgctxt "From AutoDocumentation"
msgid "Offset pointing to LevelInfo[numLevels]."
msgstr "指向 LevelInfo[numLevels] 的偏移。"

#: Editor/Src/AutoDocumentation.cpp:2519
msgctxt "From AutoDocumentation"
msgid "Offset pointing to char[metaSize]."
msgstr "指向 char[metaSize] 的偏移。"

#: Editor/Src/AutoDocumentation.cpp:2520
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:2521
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:2522
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:2523
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:2524
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:2525
msgctxt "From AutoDocumentation"
msgid "Number of pages in this file."
msgstr "此文件中的页面数。"

#: Editor/Src/AutoDocumentation.cpp:2526
msgctxt "From AutoDocumentation"
msgid "The number of compression parameter blocks."
msgstr "压缩参数块的数量。"

#: Editor/Src/AutoDocumentation.cpp:2527
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:2528
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:2529
msgctxt "From AutoDocumentation"
msgid "Offset pointing to PageFileInfo [numPageFiles]."
msgstr "指向 PageFileInfo [numPageFiles] 的偏移。"

#: Editor/Src/AutoDocumentation.cpp:2530
msgctxt "From AutoDocumentation"
msgid "Offset pointing to ParameterBlockInfo [numParameterBlocks]."
msgstr "指向 ParameterBlockInfo [numParameterBlocks] 的偏移。"

#: Editor/Src/AutoDocumentation.cpp:2531
msgctxt "From AutoDocumentation"
msgid "Offset pointing to PackedTileListItem[numReverseTiles]."
msgstr "指向 PackedTileListItem[numReverseTiles] 的偏移。"

#: Editor/Src/AutoDocumentation.cpp:2532
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:2533
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:2534
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:2535
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:2536
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:2543
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:2548
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:2549
msgctxt "From AutoDocumentation"
msgid "Rotation offset."
msgstr "旋转偏移。"

#: Editor/Src/AutoDocumentation.cpp:2550
msgctxt "From AutoDocumentation"
msgid "Scaling factor."
msgstr "缩放因子。"

#: Editor/Src/AutoDocumentation.cpp:2551
msgctxt "From AutoDocumentation"
msgid "Translation offset."
msgstr "平移偏移。"

#: Editor/Src/AutoDocumentation.cpp:2555
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:2556
msgctxt "From AutoDocumentation"
msgid "unicode keyboard character (with modifiers)."
msgstr "unicode 键盘字符（带修饰符）。"

#: Editor/Src/AutoDocumentation.cpp:2557
msgctxt "From AutoDocumentation"
msgid "Delta of mouse events."
msgstr "鼠标事件差"

#: Editor/Src/AutoDocumentation.cpp:2558
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:2559
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:2560
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:2561
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:2562
msgctxt "From AutoDocumentation"
msgid "Position of mouse events."
msgstr "鼠标事件位置。"

#: Editor/Src/AutoDocumentation.cpp:2563
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:2564
msgctxt "From AutoDocumentation"
msgid "Stylus pressure."
msgstr "唱针压力。"

#: Editor/Src/AutoDocumentation.cpp:2565
msgctxt "From AutoDocumentation"
msgid "Which type of event."
msgstr "事件类型。"

#: Editor/Src/AutoDocumentation.cpp:2569
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:2571
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:2576
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:2578
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:2580
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:2585
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:2587
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:2589
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:2591
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:2592
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:2596
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:2598
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:2599
msgctxt "From AutoDocumentation"
msgid "target velocity of motor"
msgstr "马达的目标速度"

#: Editor/Src/AutoDocumentation.cpp:2603
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:2605
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:2610
msgctxt "From AutoDocumentation"
msgid "damper coefficient [ 0, infinity  ]"
msgstr "阻尼系数 [ 0, 无穷大  ]"

#: Editor/Src/AutoDocumentation.cpp:2612
msgctxt "From AutoDocumentation"
msgid "spring coefficient [ 0, infinity  ]"
msgstr "弹簧系数 [ 0, 无穷大  ]"

#: Editor/Src/AutoDocumentation.cpp:2614
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:2618
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:2620
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:2622
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:2627
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:2629
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:2634
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:2639
msgctxt "From AutoDocumentation"
msgid "Only for Terrains."
msgstr "仅用于地形。"

#: Editor/Src/AutoDocumentation.cpp:2642
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。存储于光照数据资源文件本身中。"

#: Editor/Src/AutoDocumentation.cpp:2661
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:2666
msgctxt "From AutoDocumentation"
msgid "U coordinate will stretch or tile."
msgstr "U 坐标将拉伸或平铺。"

#: Editor/Src/AutoDocumentation.cpp:2676
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:2677
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:2678
msgctxt "From AutoDocumentation"
msgid "Name of the command (without prefix)"
msgstr "命令名称（不带前缀）"

#: Editor/Src/AutoDocumentation.cpp:2679
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:2680
msgctxt "From AutoDocumentation"
msgid "Pointer to a submenu."
msgstr "子菜单的指针。"

#: Editor/Src/AutoDocumentation.cpp:2681
msgctxt "From AutoDocumentation"
msgid "the target for the event."
msgstr "事件目标。"

#: Editor/Src/AutoDocumentation.cpp:2685
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:2712
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:2714
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:2716
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:2718
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:2720
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:2722
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:2724
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:2726
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:2728
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:2730
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:2732
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:2734
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:2736
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:2738
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:2740
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:2742
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:2744
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:2749
msgctxt "From AutoDocumentation"
msgid "When to enable anisotropic texturing"
msgstr "何时启用各向异性纹理"

#: Editor/Src/AutoDocumentation.cpp:2755
msgctxt "From AutoDocumentation"
msgid "Screen anti aliasing"
msgstr "屏幕抗锯齿"

#: Editor/Src/AutoDocumentation.cpp:2762
msgctxt "From AutoDocumentation"
msgid "Async Upload Ring Buffer Size in MB."
msgstr "异步上传环状缓冲大小（MB）。"

#: Editor/Src/AutoDocumentation.cpp:2763
msgctxt "From AutoDocumentation"
msgid "Should the Async Upload Ring Buffer persist when there is nothing left to upload."
msgstr "“异步上传环状缓冲区”是否会在没有任何内容需要上传时持续存在。"

#: Editor/Src/AutoDocumentation.cpp:2764
msgctxt "From AutoDocumentation"
msgid "Async Upload Time Slice in Milliseconds."
msgstr "异步上传时间切片（单位：毫秒）。"

#: Editor/Src/AutoDocumentation.cpp:2765
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:2766
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:2767
msgctxt "From AutoDocumentation"
msgid "Number of pixel lights to use."
msgstr "要使用的像素光照数。"

#: Editor/Src/AutoDocumentation.cpp:2768
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:2769
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:2770
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:2771
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:2772
msgctxt "From AutoDocumentation"
msgid "Number of cascades for directional light shadows"
msgstr "定向光影的级联数"

#: Editor/Src/AutoDocumentation.cpp:2778
msgctxt "From AutoDocumentation"
msgid "Shadow drawing distance."
msgstr "阴影绘制距离。"

#: Editor/Src/AutoDocumentation.cpp:2779
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:2780
msgctxt "From AutoDocumentation"
msgid "Shadow projection"
msgstr "阴影投影"

#: Editor/Src/AutoDocumentation.cpp:2785
msgctxt "From AutoDocumentation"
msgid "Shadow resolution"
msgstr "阴影分辨率"

#: Editor/Src/AutoDocumentation.cpp:2792
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:2797
msgctxt "From AutoDocumentation"
msgid "Shadow quality"
msgstr "阴影质量"

#: Editor/Src/AutoDocumentation.cpp:2803
msgctxt "From AutoDocumentation"
msgid "Bone count for mesh skinning"
msgstr "网格蒙皮骨骼数量"

#: Editor/Src/AutoDocumentation.cpp:2810
msgctxt "From AutoDocumentation"
msgid "Use soft blending for particles?"
msgstr "为粒子使用软混合？"

#: Editor/Src/AutoDocumentation.cpp:2811
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:2812
msgctxt "From AutoDocumentation"
msgid "Base texture level"
msgstr "基础纹理名称"

#: Editor/Src/AutoDocumentation.cpp:2819
msgctxt "From AutoDocumentation"
msgid "Limit refresh rate to avoid tearing"
msgstr "限制刷新率避免撕裂"

#: Editor/Src/AutoDocumentation.cpp:2835
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:2843
msgctxt "From AutoDocumentation"
msgid "[ -1, 16 ]"
msgstr "[ -1, 16 ]"

#: Editor/Src/AutoDocumentation.cpp:2872
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:2876
msgctxt "From AutoDocumentation"
msgid "Bias for shadows [ 0.0, 10.0 ]."
msgstr "阴影偏离 [ 0.0, 10.0 ]。"

#: Editor/Src/AutoDocumentation.cpp:2878
msgctxt "From AutoDocumentation"
msgid "Custom Shadow resolution."
msgstr "自定义阴影分辨率"

#: Editor/Src/AutoDocumentation.cpp:2879
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:2880
msgctxt "From AutoDocumentation"
msgid "Normal bias for shadows [ 0.0, 3.0 ]."
msgstr "阴影法线偏离 [ 0.0, 3.0 ]。"

#: Editor/Src/AutoDocumentation.cpp:2890
msgctxt "From AutoDocumentation"
msgid "Shadow intensity [ 0.0, 1.0 ]."
msgstr "阴影密度 [ 0.0, 1.0 ]。"

#: Editor/Src/AutoDocumentation.cpp:2892
msgctxt "From AutoDocumentation"
msgid "Shadow cast options"
msgstr "阴影投射选项"

#: Editor/Src/AutoDocumentation.cpp:2908
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:2910
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:2915
msgctxt "From AutoDocumentation"
msgid "Atlas filter Mode"
msgstr "图集过滤模式"

#: Editor/Src/AutoDocumentation.cpp:2924
msgctxt "From AutoDocumentation"
msgid "Plugin-specific data pointer."
msgstr "特定于插件的数据指针。"

#: Editor/Src/AutoDocumentation.cpp:2928
msgctxt "From AutoDocumentation"
msgid "Description of theBool."
msgstr "布尔值描述。"

#: Editor/Src/AutoDocumentation.cpp:2929
msgctxt "From AutoDocumentation"
msgid "Description of theFloat."
msgstr "浮点值描述。"

#: Editor/Src/AutoDocumentation.cpp:2943
msgctxt "From AutoDocumentation"
msgid "Description of theString."
msgstr "字符串值描述。"

#: Editor/Src/AutoDocumentation.cpp:2951
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:2952
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:2953
msgctxt "From AutoDocumentation"
msgid "Texture U wrapping mode."
msgstr "纹理 U 包裹模式。"

#: Editor/Src/AutoDocumentation.cpp:2960
msgctxt "From AutoDocumentation"
msgid "Texture V wrapping mode."
msgstr "纹理 V 包裹模式。"

#: Editor/Src/AutoDocumentation.cpp:2967
msgctxt "From AutoDocumentation"
msgid "Texture W wrapping mode."
msgstr "纹理 W 包裹模式。"

#: Editor/Src/AutoDocumentation.cpp:2977
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:2978
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:2979
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:2992
msgctxt "From AutoDocumentation"
msgid "Description of theDouble."
msgstr "双精度值描述。"

#: Editor/Src/AutoDocumentation.cpp:3002
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:3003
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:3007
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:3008
msgctxt "From AutoDocumentation"
msgid "Positions for the bone's joint."
msgstr "骨骼关节的位置。"

#: Editor/Src/AutoDocumentation.cpp:3009
msgctxt "From AutoDocumentation"
msgid "Rotation of the Bone joint."
msgstr "骨骼关节的旋转。"

#: Editor/Src/AutoDocumentation.cpp:3013
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:3014
msgctxt "From AutoDocumentation"
msgid "See UnityXRAABBBoundingVolume."
msgstr "请参阅 UnityXRAABBBoundingVolume。"

#: Editor/Src/AutoDocumentation.cpp:3015
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:3019
msgctxt "From AutoDocumentation"
msgid "The alpha channel."
msgstr "Alpha 通道。"

#: Editor/Src/AutoDocumentation.cpp:3020
msgctxt "From AutoDocumentation"
msgid "The blue channel."
msgstr "蓝色通道。"

#: Editor/Src/AutoDocumentation.cpp:3021
msgctxt "From AutoDocumentation"
msgid "The green channel."
msgstr "绿色通道。"

#: Editor/Src/AutoDocumentation.cpp:3022
msgctxt "From AutoDocumentation"
msgid "The red channel."
msgstr "红色通道。"

#: Editor/Src/AutoDocumentation.cpp:3030
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:3034
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:3035
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:3036
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:3037
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:3038
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:3042
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:3043
msgctxt "From AutoDocumentation"
msgid "Pose of left Eye."
msgstr "左眼的动作。"

#: Editor/Src/AutoDocumentation.cpp:3044
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:3045
msgctxt "From AutoDocumentation"
msgid "Pose of right Eye."
msgstr "右眼的动作。"

#: Editor/Src/AutoDocumentation.cpp:3046
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:3050
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:3051
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:3052
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:3056
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:3057
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:3058
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:3059
msgctxt "From AutoDocumentation"
msgid "Number of entries in layers."
msgstr "layers 中的条目数量。"

#: Editor/Src/AutoDocumentation.cpp:3060
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:3061
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:3062
msgctxt "From AutoDocumentation"
msgid "Number of entries in textureDescs."
msgstr "textureDescs 中的条目数量。"

#: Editor/Src/AutoDocumentation.cpp:3066
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:3067
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:3068
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:3069
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:3070
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:3071
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:3072
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:3073
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:3074
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:3075
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:3076
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:3080
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:3081
msgctxt "From AutoDocumentation"
msgid "Quaternion orientation of the layer."
msgstr "层的四元数方向。"

#: Editor/Src/AutoDocumentation.cpp:3082
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:3083
msgctxt "From AutoDocumentation"
msgid "Size of the layer in meters."
msgstr "层大小（以米为单位）。"

#: Editor/Src/AutoDocumentation.cpp:3084
msgctxt "From AutoDocumentation"
msgid "Is this layer visible?"
msgstr "此层是否可见？"

#: Editor/Src/AutoDocumentation.cpp:3088
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:3089
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:3093
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:3094
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:3095
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:3096
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:3097
msgctxt "From AutoDocumentation"
msgid "Does this device support the kUnityXRInputEventTypeHapticSendBuffer event?"
msgstr "此设备是否支持 kUnityXRInputEventTypeHapticSendBuffer 事件？"

#: Editor/Src/AutoDocumentation.cpp:3098
msgctxt "From AutoDocumentation"
msgid "Does this device support the kUnityXRInputEventTypeHapticSendImpulse event?"
msgstr "此设备是否支持 kUnityXRInputEventTypeHapticSendImpulse 事件？"

#: Editor/Src/AutoDocumentation.cpp:3102
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:3103
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:3104
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:3108
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:3109
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:3110
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:3114
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:3115
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:3116
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:3120
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:3128
msgctxt "From AutoDocumentation"
msgid ". The columns of the matrix"
msgstr ". 矩阵的列"

#: Editor/Src/AutoDocumentation.cpp:3132
msgctxt "From AutoDocumentation"
msgid "Index buffers."
msgstr "索引缓冲区。"

#: Editor/Src/AutoDocumentation.cpp:3134
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:3135
msgctxt "From AutoDocumentation"
msgid "The number of indices in the mesh."
msgstr "网格中的索引数。"

#: Editor/Src/AutoDocumentation.cpp:3136
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:3137
msgctxt "From AutoDocumentation"
msgid "Used if indexFormat is kUnityXRIndexFormat16Bit."
msgstr "在 indexFormat 为 kUnityXRIndexFormat16Bit 的情况下使用。"

#: Editor/Src/AutoDocumentation.cpp:3138
msgctxt "From AutoDocumentation"
msgid "Used if indexFormat is kUnityXRIndexFormat32Bit."
msgstr "在 indexFormat 为 kUnityXRIndexFormat32Bit 的情况下使用。"

#: Editor/Src/AutoDocumentation.cpp:3139
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:3140
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:3141
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:3142
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:3143
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:3144
msgctxt "From AutoDocumentation"
msgid "The number of vertices."
msgstr "顶点数。"

#: Editor/Src/AutoDocumentation.cpp:3148
msgctxt "From AutoDocumentation"
msgid "128-bit id data"
msgstr "128 位 ID 数据"

#: Editor/Src/AutoDocumentation.cpp:3152
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:3153
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:3154
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:3162
msgctxt "From AutoDocumentation"
msgid "Parameters for blit operations."
msgstr "blit 操作的参数。"

#: Editor/Src/AutoDocumentation.cpp:3163
msgctxt "From AutoDocumentation"
msgid "Number of entries in blitParams."
msgstr "blitParams 中的条目数量。"

#: Editor/Src/AutoDocumentation.cpp:3164
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:3165
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:3169
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:3170
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:3171
msgctxt "From AutoDocumentation"
msgid "Source texture's array slice."
msgstr "源纹理的数组切片。"

#: Editor/Src/AutoDocumentation.cpp:3172
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:3176
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:3177
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:3181
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:3182
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:3183
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:3184
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:3185
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:3186
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:3187
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:3188
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:3192
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:3193
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:3194
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:3195
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:3196
msgctxt "From AutoDocumentation"
msgid "Number of entries in renderPasses."
msgstr "renderPasses 中的条目数量。"

#: Editor/Src/AutoDocumentation.cpp:3200
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:3201
msgctxt "From AutoDocumentation"
msgid "Center transform of culling frustum."
msgstr "剔除视锥体的中心变换。"

#: Editor/Src/AutoDocumentation.cpp:3202
msgctxt "From AutoDocumentation"
msgid "Viewing frustum."
msgstr "查看视锥体。"

#: Editor/Src/AutoDocumentation.cpp:3203
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:3207
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:3208
msgctxt "From AutoDocumentation"
msgid "Parameters for rendering."
msgstr "渲染参数。"

#: Editor/Src/AutoDocumentation.cpp:3209
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:3210
msgctxt "From AutoDocumentation"
msgid "A Unity texture ID returned by CreateTexture."
msgstr "CreateTexture 返回的 Unity 纹理 ID。"

#: Editor/Src/AutoDocumentation.cpp:3214
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:3215
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:3216
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:3217
msgctxt "From AutoDocumentation"
msgid "Projection to render with."
msgstr "渲染时使用的投影。"

#: Editor/Src/AutoDocumentation.cpp:3218
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:3219
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:3223
msgctxt "From AutoDocumentation"
msgid "Position of the pose."
msgstr "动作位置。"

#: Editor/Src/AutoDocumentation.cpp:3224
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:3232
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:3233
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:3234
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:3235
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:3239
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:3240
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:3241
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:3242
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:3246
msgctxt "From AutoDocumentation"
msgid "Height of the rectangle."
msgstr "矩形的高度。"

#: Editor/Src/AutoDocumentation.cpp:3247
msgctxt "From AutoDocumentation"
msgid "Width of the rectangle."
msgstr "矩形的宽度。"

#: Editor/Src/AutoDocumentation.cpp:3248
msgctxt "From AutoDocumentation"
msgid "X position of the rectangle."
msgstr "矩形的 X 位置。"

#: Editor/Src/AutoDocumentation.cpp:3249
msgctxt "From AutoDocumentation"
msgid "Y position of the rectangle."
msgstr "矩形的 Y 位置。"

#: Editor/Src/AutoDocumentation.cpp:3253
msgctxt "From AutoDocumentation"
msgid "Data for color texture."
msgstr "颜色纹理的数据。"

#: Editor/Src/AutoDocumentation.cpp:3254
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:3255
msgctxt "From AutoDocumentation"
msgid "Data for depth texture."
msgstr "深度纹理的数据。"

#: Editor/Src/AutoDocumentation.cpp:3256
msgctxt "From AutoDocumentation"
msgid "Depth format of the texture."
msgstr "纹理的深度格式。"

#: Editor/Src/AutoDocumentation.cpp:3257
msgctxt "From AutoDocumentation"
msgid "Combination of #UnityXRRenderTextureFlags."
msgstr "#UnityXRRenderTextureFlags 的组合。"

#: Editor/Src/AutoDocumentation.cpp:3258
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:3259
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:3260
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:3264
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:3265
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:3266
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:3267
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:3268
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:3272
msgctxt "From AutoDocumentation"
msgid "X component of the vector."
msgstr "矢量的 X 分量。"

#: Editor/Src/AutoDocumentation.cpp:3273
msgctxt "From AutoDocumentation"
msgid "Y component of the vector."
msgstr "矢量的 Y 分量。"

#: Editor/Src/AutoDocumentation.cpp:3279
msgctxt "From AutoDocumentation"
msgid "Z component of the vector."
msgstr "矢量的 Z 分量。"

#: Editor/Src/AutoDocumentation.cpp:3283
msgctxt "From AutoDocumentation"
msgid "W component of the vector."
msgstr "矢量的 W 分量。"

#: Editor-Extra:MenuItem/Edit/Duplicate
msgid "Duplicate %d"
msgstr "副本 %d"

#: Editor-Extra:class Section at PreferencesWindow.cs
msgid "External Tools"
msgstr "外部工具"

#: Editor-Extra:Create/Shader
msgid "Image Effect Shader"
msgstr "图像效果着色器"

#: Editor-Extra:for elements of array property
msgid "Element 8"
msgstr "元素 8"

#: 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:Editor/Src/Commands/EditSimulationCaps.cpp
msgid "Shader Model 3"
msgstr "着色器模型 3"

#: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp
msgid "ISDN"
msgstr "ISDN"

#: Editor-Extra:Create/Shader
msgid "Compute Shader"
msgstr "计算着色器"

#: Editor-Extra:MenuItem/Edit/Redo
msgid "Redo %y"
msgstr "重做 %y"

#: 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:Editor/Src/Commands/APIUpdaterMenu.cpp
msgid "Run API Updater..."
msgstr "运行 API 更新程序..."

#: 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:class Section at PreferencesWindow.cs
msgid "Language"
msgstr "语言"

#: Editor-Extra:for elements of array property
msgid "Element 4"
msgstr "元素 4"

#: Editor-Extra:for elements of array property
msgid "Element 24"
msgstr "元素 24"

#: Editor-Extra:for elements of array property
msgid "Element 26"
msgstr "元素 26"

#: 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 9"
msgstr "元素 9"

#: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp
msgid "DSL"
msgstr "DSL"

#: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp
msgid "No Emulation"
msgstr "无模拟"

#: Editor-Extra:for elements of array property
msgid "Element 15"
msgstr "元素 15"

#: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp
msgid "Shader Model 4"
msgstr "着色器模型 4"

#: Editor-Extra:Create/Shader
msgid "Standard Surface Shader"
msgstr "标准表面着色器"

#: Editor-Extra:MenuItem/Edit/Frame Selected
msgid "Frame Selected _f"
msgstr "选择的帧 _f"

#: 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 16"
msgstr "元素 16"

#: Editor-Extra:MenuItem/Window/Previous Window
msgid "Previous Window %#TAB"
msgstr "上一个窗口 %#TAB"

#: Editor-Extra:for elements of array property
msgid "Element 27"
msgstr "元素 27"

#: Editor-Extra:MenuItem/Window/Next Window
msgid "Next Window %TAB"
msgstr "下一个窗口 %TAB"

#: 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 1"
msgstr "元素 1"

#: Editor-Extra:PreferencesWindow
msgid "Cache Server"
msgstr "缓存服务器"

#: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp
msgid "Playables"
msgstr "可播放内容"

#: Editor-Extra:MenuItem/Edit/Delete
msgid "Delete #DEL"
msgstr "删除 #DEL"

#: Editor-Extra:for elements of array property
msgid "Element 5"
msgstr "元素 5"

#: Editor-Extra:for elements of array property
msgid "Element 23"
msgstr "元素 23"

#: Editor-Extra:for elements of array property
msgid "Element 30"
msgstr "元素 30"

#: Editor-Extra:for elements of array property
msgid "Element 12"
msgstr "元素 12"

#: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp
msgid "Dial-Up"
msgstr "拨号"

#: 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 31"
msgstr "元素 31"

#: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp
msgid "Playable Behaviour C# Script"
msgstr "可播放行为 C# 脚本"

#: Editor-Extra:Camera Editor
msgid "Clipping Pnaes"
msgstr "剪裁 Pnaes"

#: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp
msgid "C# Script"
msgstr "C# 脚本"

#: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp
msgid "Playable Asset C# Script "
msgstr "可播放资源 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/AssetsMenu.cpp
msgid "Playable C# Script"
msgstr "可播放 C# 脚本"

#: Editor-Extra:for elements of array property
msgid "Element 21"
msgstr "元素 21"

#: Editor-Extra:for elements of array property
msgid "Element 18"
msgstr "元素 18"

#: Editor-Extra:class Section at PreferencesWindow.cs
msgid "Keys"
msgstr "密钥"

#: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp
msgid "Javascript"
msgstr "Javascript"

#: Editor-Extra:title label for PreferencesWindow
msgid "Unity Preferences"
msgstr "Unity 首选项"

#: Editor-Extra:class Section at PreferencesWindow.cs Editor-Missing:Missing detected runtime.
msgid "Unity Services"
msgstr "Unity 服务"

#: Editor-Extra:class Section at PreferencesWindow.cs
msgid "GI Cache"
msgstr "GI 缓存"

#: Editor-Extra:for elements of array property
msgid "Element 20"
msgstr "元素 20"

#: Editor-Extra:Create/Shader
msgid "Unlit Shader"
msgstr "无光照着色器"

#: Editor-Extra:for elements of array property
msgid "Element 13"
msgstr "元素 13"

#: Editor-Extra:PreferencesWindow
msgid "Diagnostics"
msgstr "诊断"

#: Editor-Extra:for elements of array property
msgid "Element 11"
msgstr "元素 11"

#: Editor-Extra:for elements of array property
msgid "Element 29"
msgstr "元素 29"

#: Editor-Extra:for elements of array property
msgid "Element 10"
msgstr "元素 10"

#: Editor-Extra:for elements of array property
msgid "Element 17"
msgstr "元素 17"

#: Editor-Extra:for elements of array property
msgid "Element 14"
msgstr "元素 14"

#: Editor-Extra:for elements of array property
msgid "Element 28"
msgstr "元素 28"

#: Editor-Extra:for elements of array property
msgid "Element 0"
msgstr "元素 0"

#: Editor-Extra:for elements of array property
msgid "Element 19"
msgstr "元素 19"

#: 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 3"
msgstr "着色器硬件层 3"

#: Editor-Extra:for elements of array property
msgid "Element 6"
msgstr "元素 6"

#: 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:for elements of array property
msgid "Element 2"
msgstr "元素 2"

#: Editor-Extra:for elements of array property
msgid "Element 22"
msgstr "元素 22"

#: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp
msgid "Broadband"
msgstr "宽带"

#: Editor-Missing:Missing detected at runtime.
msgid "Unity Answers"
msgstr "Unity 问答"

#: Editor-Missing:Missing detected at runtime.
msgid "YX"
msgstr "YX"

#: 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 "Capsule (Mesh Filter)"
msgstr "胶囊（网格过滤器）"

#: Editor-Missing:Missing detected at runtime.
msgid "enum RendererType"
msgstr "枚举 RendererType"

#: Editor-Missing:Missing detected at runtime.
msgid "Email Address"
msgstr "电子邮件地址"

#: Editor-Missing:Missing detected at runtime.
msgid "Limit refresh rate to avoid tearing"
msgstr "限制刷新率避免撕裂"

#: Editor-Missing:Missing detected at runtime.
msgid "Graphic"
msgstr "图形"

#: Editor-Missing:Missing detected at runtime.
msgid "1: TransparentFX"
msgstr "1：TransparentFX"

#: 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 "Joystick 1"
msgstr "操作杆 1"

#: 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 "Tango Mesh Reconstruction Server"
msgstr "Tango 网格重建服务器"

#: Editor-Missing:Missing detected at runtime.
msgid "Production"
msgstr "生产"

#: Editor-Missing:Missing detected at runtime.
msgid "Font Style"
msgstr "字体样式"

#: Editor-Missing:Missing detected at runtime.
msgid "Input And Motion"
msgstr "输入和运动"

#: 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 "MainCamera"
msgstr "MainCamera"

#: Editor-Missing:Missing detected at runtime.
msgid "Native Plugin"
msgstr "本地插件"

#: Editor-Missing:Missing detected at runtime.
msgid "OpenGL ES 2.0"
msgstr "OpenGL ES 2.0"

#: Editor-Missing:Missing detected at runtime.
msgid "Keep All"
msgstr "保持全部"

#: Editor-Missing:Missing detected at runtime.
msgid "Sewerpipe"
msgstr "Sewerpipe"

#: Editor-Missing:Missing detected at runtime.
msgid "Surround 5.1"
msgstr "环绕 5.1"

#: 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 "Distance Shadowmask"
msgstr "距离阴影蒙版"

#: Editor-Missing:Missing detected at runtime.
msgid "|Show / Hide Group"
msgstr "|显示/隐藏组"

#: Editor-Missing:Missing detected at runtime.
msgid "Create Dropdown"
msgstr "创建下拉列表"

#: 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 "Eighth Res"
msgstr "第八资源"

#: Editor-Missing:Missing detected at runtime.
msgid "Right Foot"
msgstr "右脚"

#: Editor-Missing:Missing detected at runtime.
msgid "The type of the rigidbody."
msgstr "刚体类型。"

#: 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 "Sprite Swap"
msgstr "Sprite 交换"

#: Editor-Missing:Missing detected at runtime.
msgid "Player Spawn Method"
msgstr "玩家生成方法"

#: Editor-Missing:Missing detected at runtime.
msgid "Don't Clear"
msgstr "不清除"

#: 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 "Scroll Rect (Script)"
msgstr "滚动矩形（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "Japanese (Experimental)"
msgstr "日语（实验性）"

#: Editor-Missing:Missing detected at runtime.
msgid "GraphicsSettings"
msgstr "GraphicsSettings"

#: Editor-Missing:Missing detected at runtime.
msgid "Important"
msgstr "重要"

#: 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 "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 "Angular X Drive"
msgstr "X 轴角驱动"

#: Editor-Missing:Missing detected at runtime.
msgid "The radius of the edge(s). [ 0.0, 1000000  ]."
msgstr "边缘的半径。[ 0.0, 1000000  ]。"

#: Editor-Missing:Missing detected at runtime.
msgid "Preserve Sample Rate"
msgstr "保持采样率"

#: Editor-Missing:Missing detected at runtime.
msgid "22nd axis (Joysticks)"
msgstr "22 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Multi Line Newline"
msgstr "多行新行"

#: Editor-Missing:Missing detected at runtime.
msgid "Hand Tool"
msgstr "手形工具"

#: 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 "Lobby Player Prefab"
msgstr "大厅播放器预制件"

#: Editor-Missing:Missing detected at runtime.
msgid "Hard Shadows"
msgstr "硬阴影"

#: Editor-Missing:Missing detected at runtime.
msgid "Middle Spine"
msgstr "中间脊柱"

#: Editor-Missing:Missing detected at runtime.
msgid "Target Graphic"
msgstr "目标图形"

#: 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 "Minimize"
msgstr "最小化"

#: 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 "Queries Start In Colliders"
msgstr "碰撞器中开始的查询"

#: Editor-Missing:Missing detected at runtime.
msgid "Three D"
msgstr "三 D"

#: 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 "2x Multi Sampling"
msgstr "2 倍多重采样"

#: Editor-Missing:Missing detected at runtime.
msgid "No Scaling"
msgstr "无缩放"

#: Editor-Missing:Missing detected at runtime.
msgid "Audio Spatializer"
msgstr "音频 Spatializer"

#: Editor-Missing:Missing detected at runtime.
msgid "Linear Sleep Tolerance"
msgstr "线性休眠容差"

#: Editor-Missing:Missing detected at runtime.
msgid "Color Multiplier"
msgstr "色彩乘数"

#: Editor-Missing:Missing detected at runtime.
msgid "Hallway"
msgstr "走廊"

#: Editor-Missing:Missing detected at runtime.
msgid "All Sequential"
msgstr "所有顺序"

#: Editor-Missing:Missing detected at runtime.
msgid "Bold And Italic"
msgstr "加粗与倾斜"

#: Editor-Missing:Missing detected at runtime.
msgid "Selection Change"
msgstr "选择更改"

#: 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 "Light Table"
msgstr "光照表"

#: Editor-Missing:Missing detected at runtime.
msgid "Angular Z Limit"
msgstr "Z 轴角限制"

#: Editor-Missing:Missing detected at runtime.
msgid "Pin"
msgstr "固定"

#: Editor-Missing:Missing detected at runtime.
msgid "|Leaf Group"
msgstr "|树叶组"

#: Editor-Missing:Missing detected at runtime.
msgid "Forest"
msgstr "森林"

#: Editor-Missing:Missing detected at runtime.
msgid "Metal"
msgstr "金属"

#: Editor-Missing:Missing detected at runtime.
msgid "AudioManager"
msgstr "AudioManager"

#: Editor-Missing:Missing detected at runtime.
msgid "Spherical"
msgstr "球状"

#: Editor-Missing:Missing detected at runtime.
msgid "Bold"
msgstr "加粗"

#: Editor-Missing:Missing detected at runtime.
msgid "Screen Space - Overlay"
msgstr "屏幕空间 - 覆盖"

#: 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 Lightâs GameObject is active, but the Light component is disabled. These lights have no effect on the Scene."
msgstr "Lightâs 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 "Limited"
msgstr "已限制"

#: 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 "Russian (Experimental)"
msgstr "俄语（实验功能）"

#: Editor-Missing:Missing detected at runtime.
msgid "Flip Forward"
msgstr "正向翻转"

#: Editor-Missing:Missing detected at runtime.
msgid "Lower left"
msgstr "左下"

#: Editor-Missing:Missing detected at runtime.
msgid "Camera Near Plane"
msgstr "摄像机近平面"

#: 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 "Horizontal Overflow"
msgstr "水平溢出"

#: Editor-Missing:Missing detected at runtime.
msgid "Bring All to Front"
msgstr "全部前置"

#: Editor-Missing:Missing detected at runtime.
msgid "Queries Hit Backfaces"
msgstr "查询命中背面"

#: 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 "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 "Log Level"
msgstr "日志级别"

#: Editor-Missing:Missing detected at runtime.
msgid "Best Fit"
msgstr "最佳适应"

#: Editor-Missing:Missing detected at runtime.
msgid "Two D"
msgstr "二 D"

#: Editor-Missing:Missing detected at runtime.
msgid "Tab Size"
msgstr "制表符大小"

#: Editor-Missing:Missing detected at runtime.
msgid "Raise and lower the terrain height."
msgstr "提高、降低地形高度。"

#: Editor-Missing:Missing detected at runtime.
msgid "Rotate the selected objects."
msgstr "旋转选定对象。"

#: Editor-Missing:Missing detected at runtime.
msgid "Time To Sleep"
msgstr "休眠时间"

#: Editor-Missing:Missing detected at runtime.
msgid "Vertical Overflow"
msgstr "垂直溢出"

#: Editor-Missing:Missing detected at runtime.
msgid "Joystick 4"
msgstr "操作杆 4"

#: Editor-Missing:Missing detected at runtime.
msgid "Vertical Axis"
msgstr "垂直轴"

#: Editor-Missing:Missing detected at runtime.
msgid "Optimize Sample Rate"
msgstr "优化采样率"

#: Editor-Missing:Missing detected at runtime.
msgid "About Unity..."
msgstr "关于 Unity..."

#: Editor-Missing:Missing detected at runtime.
msgid "Look Dev"
msgstr "Look Dev"

#: Editor-Missing:Missing detected at runtime.
msgid "Input Field (Script)"
msgstr "输入域（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "4 Split"
msgstr "4 分割"

#: Editor-Missing:Missing detected at runtime.
msgid "16th axis (Joysticks)"
msgstr "16 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Joystick 3"
msgstr "操作杆 3"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkDiscovery"
msgstr "NetworkDiscovery"

#: 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 "The width of the Cameraâs 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 "Progressive (Preview)"
msgstr "渐进（预览）"

#: 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 "Raise/Lower Terrain)"
msgstr "提高/降低地形）"

#: Editor-Missing:Missing detected at runtime.
msgid "Mode A (Normal)"
msgstr "模式 A（法线）"

#: Editor-Missing:Missing detected at runtime.
msgid "Upper left"
msgstr "左上"

#: 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 "Stable Fit"
msgstr "稳定配合"

#: Editor-Missing:Missing detected at runtime.
msgid "Mountains"
msgstr "山脉"

#: Editor-Missing:Missing detected at runtime.
msgid "Ignore Raycast"
msgstr "忽略射线投射"

#: Editor-Missing:Missing detected at runtime.
msgid "14th axis (Joysticks)"
msgstr "14 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Holo Lens Input"
msgstr "全息透镜输入"

#: Editor-Missing:Missing detected at runtime.
msgid "Angular YZ Drive"
msgstr "YZ 轴角驱动"

#: Editor-Missing:Missing detected at runtime.
msgid "Hide Unity"
msgstr "隐藏 Unity"

#: Editor-Missing:Missing detected at runtime.
msgid "Blocking Objects"
msgstr "阻塞对象"

#: Editor-Missing:Missing detected at runtime.
msgid "X and YZ"
msgstr "X 与 YZ"

#: Editor-Missing:Missing detected at runtime.
msgid "Left Foot"
msgstr "左脚"

#: Editor-Missing:Missing detected at runtime.
msgid "Text (Script)"
msgstr "文字（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "Slow and Safe"
msgstr "缓慢而安全"

#: 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 "First Selected"
msgstr "首个选择项"

#: 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 "Set as last sibling"
msgstr "置于同级末位"

#: Editor-Missing:Missing detected at runtime.
msgid "The mask used to select specific layers allowed to interact with the effector. This overrides the global collision layers used for collision."
msgstr "用来选择允许与效果器发生交互的特定层的遮罩。该遮罩会替代全局碰撞层用来碰撞的遮罩。"

#: Editor-Missing:Missing detected at runtime.
msgid "The 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 "4: Water"
msgstr "4：水"

#: Editor-Missing:Missing detected at runtime.
msgid "Italic"
msgstr "斜体"

#: 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 "Occludee Static"
msgstr "被遮挡物静态"

#: Editor-Missing:Missing detected at runtime.
msgid "Self Collision Distance"
msgstr "自碰撞距离"

#: 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 "Slider (Script)"
msgstr "滑块（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "Player Prefab"
msgstr "玩家预制件"

#: Editor-Missing:Missing detected at runtime.
msgid "Physics Raycaster"
msgstr "物理光线投射器"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkLobbyPlayer"
msgstr "NetworkLobbyPlayer"

#: Editor-Missing:Missing detected at runtime.
msgid "Don't Sync"
msgstr "不同步"

#: Editor-Missing:Missing detected at runtime.
msgid "Find"
msgstr "查找"

#: 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 "Base texture level"
msgstr "基础纹理名称"

#: 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 "Allow MSAA"
msgstr "允许 MSAA"

#: Editor-Missing:Missing detected at runtime.
msgid "Mouse Y"
msgstr "鼠标 Y"

#: Editor-Missing:Missing detected at runtime.
msgid "Negative Button"
msgstr "取消按钮"

#: Editor-Missing:Missing detected at runtime.
msgid "Mouse ScrollWheel"
msgstr "鼠标滚轮"

#: Editor-Missing:Missing detected at runtime.
msgid "Joystick 7"
msgstr "操作杆 7"

#: Editor-Missing:Missing detected at runtime.
msgid "Single1 object view"
msgstr "Single1 对象视图"

#: Editor-Missing:Missing detected at runtime.
msgid "Screen anti aliasing"
msgstr "屏幕抗锯齿"

#: Editor-Missing:Missing detected at runtime.
msgid "Resolving packages..."
msgstr "正在解析包..."

#: Editor-Missing:Missing detected at runtime.
msgid "Hinge Joint"
msgstr "铰链关节"

#: Editor-Missing:Missing detected at runtime.
msgid "Angular Sleep Tolerance"
msgstr "角休眠容差"

#: Editor-Missing:Missing detected at runtime.
msgid "Select Prefab Root"
msgstr "选择预制件根"

#: 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 "Four Cascades"
msgstr "四级联"

#: Editor-Missing:Missing detected at runtime.
msgid "Free Aspect"
msgstr "自由比例"

#: Editor-Missing:Missing detected at runtime.
msgid "Single2 object view"
msgstr "Single2 对象视图"

#: Editor-Missing:Missing detected at runtime.
msgid "Set In Scripting"
msgstr "在脚本中设置"

#: 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 "Forced On"
msgstr "强制打开"

#: 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 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 "Cloth"
msgstr "布料"

#: Editor-Missing:Missing detected at runtime.
msgid "Shadow resolution"
msgstr "阴影分辨率"

#: 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 "Z Motion"
msgstr "Z 运动"

#: Editor-Missing:Missing detected at runtime.
msgid "Wrap"
msgstr "贴图间拼接"

#: 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 "6th axis (Joysticks)"
msgstr "6 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Activation Log Component"
msgstr "激活日志组件"

#: Editor-Missing:Missing detected at runtime.
msgid "Layout Element"
msgstr "布局元素"

#: Editor-Missing:Missing detected at runtime.
msgid "Create RawImage"
msgstr "创建 RawImage"

#: Editor-Missing:Missing detected at runtime.
msgid "Default-VeryLowResolution"
msgstr "默认-VeryLowResolution"

#: Editor-Missing:Missing detected at runtime.
msgid "(Deprecated)"
msgstr "（已弃用）"

#: Editor-Missing:Missing detected at runtime.
msgid "PhysicsManager"
msgstr "PhysicsManager"

#: Editor-Missing:Missing detected at runtime.
msgid "Editor Settings"
msgstr "编辑器设置"

#: Editor-Missing:Missing detected at runtime.
msgid "PSVita Package"
msgstr "PSVita 程序包"

#: Editor-Missing:Missing detected at runtime.
msgid "GameController"
msgstr "GameController"

#: 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 "Force Hidden"
msgstr "强制隐藏"

#: Editor-Missing:Missing detected at runtime.
msgid "Insert HDRI"
msgstr "插入 HDRI"

#: Editor-Missing:Missing detected at runtime.
msgid "5: UI"
msgstr "5：UI"

#: Editor-Missing:Missing detected at runtime.
msgid "Collab"
msgstr "协作"

#: Editor-Missing:Missing detected at runtime.
msgid "Unified"
msgstr "统一"

#: Editor-Missing:Missing detected at runtime.
msgid "Best latency"
msgstr "最佳延迟"

#: Editor-Missing:Missing detected at runtime.
msgid "Gamma"
msgstr "伽马"

#: 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 "Per Texture"
msgstr "每纹理"

#: Editor-Missing:Missing detected at runtime.
msgid "Create Scroll View"
msgstr "创建滚动视图"

#: 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 "Truncate"
msgstr "截断"

#: Editor-Missing:Missing detected at runtime.
msgid "Save As..."
msgstr "另存为..."

#: Editor-Missing:Missing detected at runtime.
msgid "Projection Mode"
msgstr "投影模式"

#: Editor-Missing:Missing detected at runtime.
msgid "Normal Color"
msgstr "正常颜色"

#: Editor-Missing:Missing detected at runtime.
msgid "High Resolution"
msgstr "高分辨率"

#: Editor-Missing:Missing detected at runtime.
msgid "Shadow projection"
msgstr "阴影投影"

#: Editor-Missing:Missing detected at runtime.
msgid "Line Spacing"
msgstr "行间距"

#: Editor-Missing:Missing detected at runtime.
msgid "Open Scene"
msgstr "打开场景"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkTransform"
msgstr "NetworkTransform"

#: 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 "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 "The Export Raw button allows you to save the terrainâs 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 "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 "Strip Unused"
msgstr "剥离未使用"

#: Editor-Missing:Missing detected at runtime.
msgid "20th axis (Joysticks)"
msgstr "20 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "PC Hosted"
msgstr "PC 托管"

#: Editor-Missing:Missing detected at runtime.
msgid "Joystick 2"
msgstr "操作杆 2"

#: Editor-Missing:Missing detected at runtime.
msgid "Decimal Number"
msgstr "十进制数"

#: Editor-Missing:Missing detected at runtime.
msgid "Frame Selected"
msgstr "选择的帧"

#: Editor-Missing:Missing detected at runtime.
msgid "Send Navigation Events"
msgstr "发送导航事件"

#: 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 "Loop on"
msgstr "循环开"

#: Editor-Missing:Missing detected at runtime.
msgid "Hard Shadows Only"
msgstr "仅硬阴影"

#: Editor-Missing:Missing detected at runtime.
msgid "Rect Mask 2D"
msgstr "矩形遮罩 2D"

#: 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 "|Branch Group"
msgstr "|树枝组"

#: Editor-Missing:Missing detected at runtime.
msgid "Toggle Group"
msgstr "开关组"

#: 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 "Cull Completely"
msgstr "完全剔除"

#: 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 "Baumgarte Scale"
msgstr "Baumgarte 缩放系数"

#: Editor-Missing:Missing detected at runtime.
msgid "Occluder Static"
msgstr "遮挡物静态"

#: 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 "Network Identity (Script)"
msgstr "网络身份（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "0: Default"
msgstr "0: 默认"

#: Editor-Missing:Missing detected at runtime.
msgid "Left To Right"
msgstr "从左到右"

#: Editor-Missing:Missing detected at runtime.
msgid "Alley"
msgstr "小路"

#: Editor-Missing:Missing detected at runtime.
msgid "Vis Update Interval"
msgstr "Vis 更新间隔"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkTransformChild"
msgstr "NetworkTransformChild"

#: 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 "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 "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 "Start Asleep"
msgstr "开始休眠"

#: Editor-Missing:Missing detected at runtime.
msgid "Direct"
msgstr "直接"

#: 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 "Vertical Layout Group"
msgstr "垂直布局组"

#: Editor-Missing:Missing detected at runtime.
msgid "24th axis (Joysticks)"
msgstr "24 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Positive Button"
msgstr "肯定按钮"

#: Editor-Missing:Missing detected at runtime.
msgid "Fit Vertically"
msgstr "垂直适应"

#: 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 "Custom Provided Input"
msgstr "自定义输入"

#: Editor-Missing:Missing detected at runtime.
msgid "Right Knee"
msgstr "右膝"

#: Editor-Missing:Missing detected at runtime.
msgid "Show GUI"
msgstr "显示 GUI"

#: Editor-Missing:Missing detected at runtime.
msgid "Repeat Delay"
msgstr "重复延迟"

#: Editor-Missing:Missing detected at runtime.
msgid "Undo "
msgstr "撤消"

#: Editor-Missing:Missing detected at runtime.
msgid "Scroll Rect"
msgstr "滚动矩形"

#: 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 "Left Controller"
msgstr "左控制器"

#: Editor-Missing:Missing detected at runtime.
msgid "ReadWriteProtection"
msgstr "ReadWriteProtection"

#: Editor-Missing:Missing detected at runtime.
msgid "Fit Horizontally"
msgstr "水平适应"

#: Editor-Missing:Missing detected at runtime.
msgid "Upper right"
msgstr "右上"

#: Editor-Missing:Missing detected at runtime.
msgid "Everything"
msgstr "所有"

#: Editor-Missing:Missing detected at runtime.
msgid "Kinematic"
msgstr "Kinematic"

#: Editor-Missing:Missing detected at runtime.
msgid "No Cascades"
msgstr "无级联"

#: Editor-Missing:Missing detected at runtime.
msgid "Disabled Color"
msgstr "已禁用颜色"

#: Editor-Missing:Missing detected at runtime.
msgid "4 Bones"
msgstr "4 骨骼"

#: Editor-Missing:Missing detected at runtime.
msgid "Build & Run %b"
msgstr "生成与运行 %b"

#: Editor-Missing:Missing detected at runtime.
msgid "Network View"
msgstr "网络视图"

#: Editor-Missing:Missing detected at runtime.
msgid "Good latency"
msgstr "良好延迟"

#: Editor-Missing:Missing detected at runtime.
msgid "|Tree Root Node"
msgstr "|树根节点"

#: Editor-Missing:Missing detected at runtime.
msgid "Panels"
msgstr "面板"

#: 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 "Align By Geometry"
msgstr "几何对齐"

#: Editor-Missing:Missing detected at runtime.
msgid "2 Bones"
msgstr "2 骨骼"

#: Editor-Missing:Missing detected at runtime.
msgid "Uncompressed"
msgstr "未压缩"

#: Editor-Missing:Missing detected at runtime.
msgid "Explicit"
msgstr "显式"

#: Editor-Missing:Missing detected at runtime.
msgid "The size of the box."
msgstr "盒尺寸。"

#: Editor-Missing:Missing detected at runtime.
msgid "XR"
msgstr "XR"

#: Editor-Missing:Missing detected at runtime.
msgid "English"
msgstr "英语"

#: 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 "Languages"
msgstr "简体中文"

#: Editor-Missing:Missing detected at runtime.
msgid "Max Rotation Speed"
msgstr "最大旋转速度"

#: Editor-Missing:Missing detected at runtime.
msgid "Tango Spatial Mapper"
msgstr "Tango 空间映射器"

#: Editor-Missing:Missing detected at runtime.
msgid "Middle center"
msgstr "中间中心"

#: Editor-Missing:Missing detected at runtime.
msgid "Billboard Renderer"
msgstr "Billboard 渲染器"

#: Editor-Missing:Missing detected at runtime.
msgid "Blend Probes"
msgstr "混合探测器"

#: 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 "Toggles audio on or off."
msgstr "通过切换打开或关闭音频。"

#: 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 "Grid Layout Group"
msgstr "网格布局组"

#: 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 "Joystick 11"
msgstr "操作杆 11"

#: Editor-Missing:Missing detected at runtime.
msgid "Hide Selected Items"
msgstr "隐藏所选项目"

#: Editor-Missing:Missing detected at runtime.
msgid "Audio Mixer Group"
msgstr "音频混合器组"

#: 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 "Y axis"
msgstr "Y 轴"

#: Editor-Missing:Missing detected at runtime.
msgid "Canvas Renderer"
msgstr "画布渲染器"

#: Editor-Missing:Missing detected at runtime.
msgid "Hangar"
msgstr "飞机库"

#: Editor-Missing:Missing detected at runtime.
msgid "Developer"
msgstr "开发者"

#: Editor-Missing:Missing detected at runtime.
msgid "Camera Far Plane"
msgstr "摄像机远平面"

#: Editor-Missing:Missing detected at runtime.
msgid "Occlusion Areas"
msgstr "遮挡区域"

#: Editor-Missing:Missing detected at runtime.
msgid "Fire2"
msgstr "Fire2"

#: Editor-Missing:Missing detected at runtime.
msgid "Event"
msgstr "事件"

#: Editor-Missing:Missing detected at runtime.
msgid "Plain"
msgstr "无格式"

#: 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 "Elastic"
msgstr "弹性的"

#: 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 "Tiled"
msgstr "已平铺"

#: Editor-Missing:Missing detected at runtime.
msgid "Cancel Button"
msgstr "取消按钮"

#: Editor-Missing:Missing detected at runtime.
msgid "Every V Blank"
msgstr "每个 V 空白"

#: Editor-Missing:Missing detected at runtime.
msgid "Mono2x"
msgstr "Mono2x"

#: Editor-Missing:Missing detected at runtime.
msgid "Y-Axis"
msgstr "Y-轴"

#: Editor-Missing:Missing detected at runtime.
msgid "8th axis (Joysticks)"
msgstr "8 号轴（操作杆）"

#: 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 "Fit Inside"
msgstr "内部适应"

#: Editor-Missing:Missing detected at runtime.
msgid "Concerthall"
msgstr "音乐厅"

#: Editor-Missing:Missing detected at runtime.
msgid "Base Input"
msgstr "基础输入"

#: 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 "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 "Number of pixel lights to use."
msgstr "要使用的像素光照数。"

#: Editor-Missing:Missing detected at runtime.
msgid "26th axis (Joysticks)"
msgstr "26 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Build Settings..."
msgstr "生成设置..."

#: Editor-Missing:Missing detected at runtime.
msgid "Stereo"
msgstr "立体声"

#: Editor-Missing:Missing detected at runtime.
msgid "4x Multi Sampling"
msgstr "4 倍多重采样"

#: Editor-Missing:Missing detected at runtime.
msgid "Always Animate"
msgstr "总是动画化"

#: Editor-Missing:Missing detected at runtime.
msgid "Scene Filter:"
msgstr "场景过滤器："

#: 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 "Create Image"
msgstr "创建图像"

#: Editor-Missing:Missing detected at runtime.
msgid "No Shadows"
msgstr "无阴影"

#: Editor-Missing:Missing detected at runtime.
msgid "Place trees"
msgstr "放置树木"

#: 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 "Network Port"
msgstr "网络端口"

#: 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 "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 "Right Elbow"
msgstr "右肘"

#: Editor-Missing:Missing detected at runtime.
msgid "Canvas Scaler"
msgstr "画布缩放器"

#: Editor-Missing:Missing detected at runtime.
msgid "Create Text"
msgstr "创建文本"

#: Editor-Missing:Missing detected at runtime.
msgid "Two Cascades"
msgstr "两个级联"

#: Editor-Missing:Missing detected at runtime.
msgid "Game Time"
msgstr "游戏时间"

#: Editor-Missing:Missing detected at runtime.
msgid "Streaming"
msgstr "流式处理"

#: Editor-Missing:Missing detected at runtime.
msgid "Not Important"
msgstr "非重要"

#: 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 "Fixed Joint"
msgstr "固定关节"

#: Editor-Missing:Missing detected at runtime.
msgid "Angular X Motion"
msgstr "X 轴角运动"

#: Editor-Missing:Missing detected at runtime.
msgid "Permanent"
msgstr "永久"

#: Editor-Missing:Missing detected at runtime.
msgid "Light on Dark"
msgstr "暗底亮字"

#: Editor-Missing:Missing detected at runtime.
msgid "Left Hips"
msgstr "左臀"

#: Editor-Missing:Missing detected at runtime.
msgid "Show Lobby GUI"
msgstr "显示大厅 GUI"

#: 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 "Unscaled Game Time"
msgstr "未缩放的游戏时间"

#: Editor-Missing:Missing detected at runtime.
msgid "Font"
msgstr "字体"

#: Editor-Missing:Missing detected at runtime.
msgid "Untagged"
msgstr "无标签"

#: Editor-Missing:Missing detected at runtime.
msgid "X Motion"
msgstr "X 运动"

#: Editor-Missing:Missing detected at runtime.
msgid "activate joint limits"
msgstr "激活关节限制"

#: Editor-Missing:Missing detected at runtime.
msgid "X-Axis"
msgstr "X-轴"

#: Editor-Missing:Missing detected at runtime.
msgid "Enable PCM"
msgstr "启用 PCM"

#: Editor-Missing:Missing detected at runtime.
msgid "The angular drag coefficient. 0 means no damping. [ 0, infinity  ]."
msgstr "角度阻力系数。 0 表示无阻尼。 [ 0, 无穷大 ]。"

#: Editor-Missing:Missing detected at runtime.
msgid "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 "Right Hips"
msgstr "右臀"

#: Editor-Missing:Missing detected at runtime.
msgid "Dizzy"
msgstr "眩晕"

#: Editor-Missing:Missing detected at runtime.
msgid "Custom Rolloff"
msgstr "自定义衰减"

#: Editor-Missing:Missing detected at runtime.
msgid "Wide"
msgstr "宽"

#: Editor-Missing:Missing detected at runtime.
msgid "Shadow drawing distance."
msgstr "阴影绘制距离。"

#: Editor-Missing:Missing detected at runtime.
msgid "Horizontal Axis"
msgstr "水平轴"

#: Editor-Missing:Missing detected at runtime.
msgid "Visual Studio 2012"
msgstr "Visual Studio 2012"

#: Editor-Missing:Missing detected at runtime.
msgid "AdditionalContentPackages"
msgstr "AdditionalContentPackages"

#: Editor-Missing:Missing detected at runtime.
msgid "Create InputField"
msgstr "创建 InputField"

#: 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 "Raw"
msgstr "原始"

#: 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 "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 "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 "Play the timeline (Space)."
msgstr "播放时间轴（空格）。"

#: Editor-Missing:Missing detected at runtime.
msgid "Strip All"
msgstr "全部剥离"

#: Editor-Missing:Missing detected at runtime.
msgid "Low Resolution"
msgstr "低分辨率"

#: Editor-Missing:Missing detected at runtime.
msgid "Shadow quality"
msgstr "阴影质量"

#: Editor-Missing:Missing detected at runtime.
msgid "NamedControl"
msgstr "NamedControl"

#: Editor-Missing:Missing detected at runtime.
msgid "Alt Positive Button"
msgstr "Alt 肯定按钮"

#: 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 "Quarry"
msgstr "来源"

#: Editor-Missing:Missing detected at runtime.
msgid "Sprite Shape Renderer"
msgstr "Sprite 形状渲染器"

#: 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 "UnityEngine.PerformanceTesting"
msgstr "UnityEngine.PerformanceTesting"

#: Editor-Missing:Missing detected at runtime.
msgid "Auditorium"
msgstr "礼堂"

#: Editor-Missing:Missing detected at runtime.
msgid "Min Value"
msgstr "最小值"

#: Editor-Missing:Missing detected at runtime.
msgid "The texture to render this camera into."
msgstr "用于渲染此相机的纹理。"

#: 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 "Blocking Mask"
msgstr "阻塞遮罩"

#: Editor-Missing:Missing detected at runtime.
msgid "Info"
msgstr "信息"

#: 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 "Network Address"
msgstr "网络地址"

#: Editor-Missing:Missing detected at runtime.
msgid "Middle left"
msgstr "中左"

#: Editor-Missing:Missing detected at runtime.
msgid "Joystick 9"
msgstr "操作杆 9"

#: Editor-Missing:Missing detected at runtime.
msgid "Max Linear Correction"
msgstr "最大线性修正"

#: Editor-Missing:Missing detected at runtime.
msgid "5th axis (Joysticks)"
msgstr "5 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Default ( English )"
msgstr "默认（英文）"

#: Editor-Missing:Missing detected at runtime.
msgid "Use Quality Settings"
msgstr "使用质量设置"

#: Editor-Missing:Missing detected at runtime.
msgid "Redo "
msgstr "重做"

#: 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 "Visual Studio 2010"
msgstr "Visual Studio 2010"

#: 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 "Free"
msgstr "自由"

#: Editor-Missing:Missing detected at runtime.
msgid "Submit Button"
msgstr "提交按钮"

#: Editor-Missing:Missing detected at runtime.
msgid "Graphics Tier"
msgstr "图形层"

#: 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 "9th axis (Joysticks)"
msgstr "9 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Prologic DTS"
msgstr "Prologic DTS"

#: Editor-Missing:Missing detected at runtime.
msgid "Fatal"
msgstr "致命"

#: 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 "Network Lobby Manager (Script)"
msgstr "网络大厅管理器（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "Visual Studio 2015"
msgstr "Visual Studio 2015"

#: 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 "Raw Image (Script)"
msgstr "原始图像（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "Navigation Static"
msgstr "导航静态"

#: Editor-Missing:Missing detected at runtime.
msgid "Check Method"
msgstr "检查方法"

#: 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 "Please update, there are server changes."
msgstr "服务器有更改，请更新。"

#: 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 "You are up to date."
msgstr "已是最新。"

#: Editor-Missing:Missing detected at runtime.
msgid "Joystick Axis"
msgstr "操作杆轴"

#: Editor-Missing:Missing detected at runtime.
msgid "Drag Threshold"
msgstr "阻力阈值"

#: 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 "Single Line"
msgstr "单线"

#: Editor-Missing:Missing detected at runtime.
msgid "Round Robin"
msgstr "轮循机制"

#: 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 "Bypass/ignore any reverb zones."
msgstr "绕过/忽略所有混响区域。"

#: Editor-Missing:Missing detected at runtime.
msgid "Max Angular Correction"
msgstr "最大角度修正"

#: 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 "4th axis (Joysticks)"
msgstr "4 号轴（操作杆）"

#: 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 "You need to enable collab."
msgstr "您需要启用协作。"

#: Editor-Missing:Missing detected at runtime.
msgid "Lower center"
msgstr "下部中心"

#: 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 "Tall"
msgstr "高"

#: 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 "NetworkLobbyManager"
msgstr "NetworkLobbyManager"

#: Editor-Missing:Missing detected at runtime.
msgid "Exclusive Mode"
msgstr "独占模式"

#: Editor-Missing:Missing detected at runtime.
msgid "Character Joint"
msgstr "角色关节"

#: Editor-Missing:Missing detected at runtime.
msgid "Event System (Script)"
msgstr "事件系统（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "HideSelectedItems"
msgstr "HideSelectedItems"

#: Editor-Missing:Missing detected at runtime.
msgid "Distribute Per Segment"
msgstr "按段分配"

#: Editor-Missing:Missing detected at runtime.
msgid "Built In Standard"
msgstr "内置标准"

#: Editor-Missing:Missing detected at runtime.
msgid "Depth only"
msgstr "仅深度"

#: Editor-Missing:Missing detected at runtime.
msgid "Create Panel"
msgstr "创建面板"

#: Editor-Missing:Missing detected at runtime.
msgid "Chinese (Experimental)"
msgstr "中文（实验）"

#: Editor-Missing:Missing detected at runtime.
msgid "XZ"
msgstr "XZ"

#: Editor-Missing:Missing detected at runtime.
msgid "Right Controller"
msgstr "右控制器"

#: Editor-Missing:Missing detected at runtime.
msgid "Manage License..."
msgstr "管理许可..."

#: Editor-Missing:Missing detected at runtime.
msgid "ShowSelectedItems"
msgstr "ShowSelectedItems"

#: Editor-Missing:Missing detected at runtime.
msgid "Transform Z"
msgstr "变换 Z"

#: Editor-Missing:Missing detected at runtime.
msgid "Very High Resolution"
msgstr "极高分辨率"

#: Editor-Missing:Missing detected at runtime.
msgid "Loop off"
msgstr "循环关"

#: 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 "Position As UV1"
msgstr "作为 UV1 定位"

#: 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 "Image (Script)"
msgstr "图像（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "Callbacks On Disable"
msgstr "回调禁用"

#: Editor-Missing:Missing detected at runtime.
msgid "Simulated Input"
msgstr "模拟输入"

#: Editor-Missing:Missing detected at runtime.
msgid "Max Value"
msgstr "最大值"

#: Editor-Missing:Missing detected at runtime.
msgid "Joystick 8"
msgstr "操作杆 8"

#: Editor-Missing:Missing detected at runtime.
msgid "Logarithmic Rolloff"
msgstr "对数衰减"

#: 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 "Offset Z"
msgstr "偏移 Z"

#: Editor-Missing:Missing detected at runtime.
msgid "23rd axis (Joysticks)"
msgstr "23 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "WinMerge"
msgstr "WinMerge"

#: Editor-Missing:Missing detected at runtime.
msgid "Bring All To Front"
msgstr "全部前置"

#: Editor-Missing:Missing detected at runtime.
msgid "Min Size"
msgstr "最小大小"

#: Editor-Missing:Missing detected at runtime.
msgid "Top To Bottom"
msgstr "从上到下"

#: 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 "Scrollbar (Script)"
msgstr "滚动条（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "8x Multi Sampling"
msgstr "8 倍多重采样"

#: Editor-Missing:Missing detected at runtime.
msgid "Water"
msgstr "水"

#: Editor-Missing:Missing detected at runtime.
msgid "12th axis (Joysticks)"
msgstr "12 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Opaque"
msgstr "不透明"

#: Editor-Missing:Missing detected at runtime.
msgid "Position Iterations"
msgstr "位置迭代"

#: Editor-Missing:Missing detected at runtime.
msgid "Button (Script)"
msgstr "按钮（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "No Support"
msgstr "无支持"

#: Editor-Missing:Missing detected at runtime.
msgid "Projection Angle"
msgstr "投影角度"

#: Editor-Missing:Missing detected at runtime.
msgid "Character Size"
msgstr "字符大小"

#: 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 "Create Slider"
msgstr "创建滑块"

#: Editor-Missing:Missing detected at runtime.
msgid "Override Sample Rate"
msgstr "覆盖采样率"

#: Editor-Missing:Missing detected at runtime.
msgid "Cull Update Transforms"
msgstr "剔除更新变换"

#: Editor-Missing:Missing detected at runtime.
msgid "Padded Cell"
msgstr "已填充单元格"

#: 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 "No Shader Selected"
msgstr "未选择着色器"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkIdentity"
msgstr "NetworkIdentity"

#: Editor-Missing:Missing detected at runtime.
msgid "PlayerSettings"
msgstr "PlayerSettings"

#: Editor-Missing:Missing detected at runtime.
msgid "Filled"
msgstr "已填充"

#: Editor-Missing:Missing detected at runtime.
msgid "Left Knee"
msgstr "左膝"

#: 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 "15th axis (Joysticks)"
msgstr "15 号轴（操作杆）"

#: 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 "Close Fit"
msgstr "关闭适应"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkTransformVisualizer"
msgstr "NetworkTransformVisualizer"

#: 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 "Single object zone comparison view"
msgstr "单对象区域比较视图"

#: Editor-Missing:Missing detected at runtime.
msgid "UnityEngine.EventSystems"
msgstr "UnityEngine.EventSystems"

#: Editor-Missing:Missing detected at runtime.
msgid "18th axis (Joysticks)"
msgstr "18 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Ignore Reversed Graphics"
msgstr "忽略保留图形"

#: Editor-Missing:Missing detected at runtime.
msgid "Named Control"
msgstr "命名控制"

#: Editor-Missing:Missing detected at runtime.
msgid "Reset all environment"
msgstr "重置所有环境"

#: Editor-Missing:Missing detected at runtime.
msgid "Graphic Raycaster"
msgstr "图形光线投射器"

#: 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 "Touch Input Module"
msgstr "触摸输入模块"

#: Editor-Missing:Missing detected at runtime.
msgid "No Services Apply"
msgstr "未应用服务"

#: Editor-Missing:Missing detected at runtime.
msgid "Decompress On Load"
msgstr "加载时解压缩"

#: Editor-Missing:Missing detected at runtime.
msgid "Text Mesh"
msgstr "文本网格"

#: Editor-Missing:Missing detected at runtime.
msgid "Lower right"
msgstr "右下"

#: 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 "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 "Swing 2 Limit"
msgstr "摆动 2 限制"

#: 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 "Surround 7.1"
msgstr "环绕 7.1"

#: Editor-Missing:Missing detected at runtime.
msgid "Settings for the terrain"
msgstr "设置地形"

#: Editor-Missing:Missing detected at runtime.
msgid "Bottom To Top"
msgstr "自下而上"

#: Editor-Missing:Missing detected at runtime.
msgid "Hide Others"
msgstr "隐藏其他"

#: Editor-Missing:Missing detected at runtime.
msgid "X axis"
msgstr "X 轴"

#: Editor-Missing:Missing detected at runtime.
msgid "Custom shader"
msgstr "自定义着色器"

#: Editor-Missing:Missing detected at runtime.
msgid "Profiler %7"
msgstr "分析器 %7"

#: Editor-Missing:Missing detected at runtime.
msgid "Stoneroom"
msgstr "石头房间"

#: 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 "Highlighted Color"
msgstr "高亮颜色"

#: Editor-Missing:Missing detected at runtime.
msgid "InputManager"
msgstr "InputManager"

#: Editor-Missing:Missing detected at runtime.
msgid "Psychotic"
msgstr "Psychotic"

#: Editor-Missing:Missing detected at runtime.
msgid "UV2"
msgstr "UV2"

#: Editor-Missing:Missing detected at runtime.
msgid "25th axis (Joysticks)"
msgstr "25 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Respawn"
msgstr "重生"

#: Editor-Missing:Missing detected at runtime.
msgid "Fade Duration"
msgstr "淡化持续时间"

#: Editor-Missing:Missing detected at runtime.
msgid "Tracker"
msgstr "跟踪器"

#: Editor-Missing:Missing detected at runtime.
msgid "Mouse Movement"
msgstr "鼠标移动"

#: Editor-Missing:Missing detected at runtime.
msgid "Configurable Joint"
msgstr "可配置关节"

#: Editor-Missing:Missing detected at runtime.
msgid "TimeManager"
msgstr "TimeManager"

#: 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 "Locked"
msgstr "已锁定"

#: Editor-Missing:Missing detected at runtime.
msgid "2 by 3"
msgstr "2×3"

#: Editor-Missing:Missing detected at runtime.
msgid "Rotation Drive Mode"
msgstr "旋转驱动模式"

#: Editor-Missing:Missing detected at runtime.
msgid "Force Module Active"
msgstr "强制模块激活"

#: Editor-Missing:Missing detected at runtime.
msgid "Create Object"
msgstr "创建对象"

#: Editor-Missing:Missing detected at runtime.
msgid "Repeat Per Segment"
msgstr "每段重复"

#: Editor-Missing:Missing detected at runtime.
msgid "Cave"
msgstr "洞穴"

#: 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 "Color Tint"
msgstr "颜色色彩"

#: Editor-Missing:Missing detected at runtime.
msgid "Fit Outside"
msgstr "外部适应"

#: Editor-Missing:Missing detected at runtime.
msgid "Self Collision Stiffness"
msgstr "自碰撞刚度"

#: 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 "Create Empty Game Object"
msgstr "创建空游戏对象"

#: 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 "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 "Align With View"
msgstr "对齐视图"

#: 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 "Continuous"
msgstr "持续"

#: Editor-Missing:Missing detected at runtime.
msgid "Solver Frequency"
msgstr "解算器频率"

#: Editor-Missing:Missing detected at runtime.
msgid "Constant Physical Size"
msgstr "恒定物理大小"

#: Editor-Missing:Missing detected at runtime.
msgid "Fire3"
msgstr "Fire3"

#: Editor-Missing:Missing detected at runtime.
msgid "Parkinglot"
msgstr "停车场"

#: 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 "Toggle Transition"
msgstr "切换过渡"

#: Editor-Missing:Missing detected at runtime.
msgid "Operation in progress."
msgstr "操作进行中。"

#: 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 "Network Lobby Player (Script)"
msgstr "网络大厅播放器（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "Dropdown (Script)"
msgstr "下拉列表框（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "Angular Y Limit"
msgstr "Y 轴角限制"

#: Editor-Missing:Missing detected at runtime.
msgid "Slerp"
msgstr "球形线性插值"

#: 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 "Cutout"
msgstr "切断"

#: Editor-Missing:Missing detected at runtime.
msgid "Auto Hide"
msgstr "自动隐藏"

#: Editor-Missing:Missing detected at runtime.
msgid "Services Preferences..."
msgstr "服务首选项..."

#: Editor-Missing:Missing detected at runtime.
msgid "Finish"
msgstr "结束"

#: 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 "Compressed In Memory"
msgstr "压缩内存"

#: 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 "Connected Mass Scale"
msgstr "已连接质量标度"

#: Editor-Missing:Missing detected at runtime.
msgid "Underwater"
msgstr "水下"

#: 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 "Minimize %m"
msgstr "最小化 %m"

#: Editor-Missing:Missing detected at runtime.
msgid "Constant Pixel Size"
msgstr "恒定像素大小"

#: Editor-Missing:Missing detected at runtime.
msgid "Terrains"
msgstr "地形"

#: 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 "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 "TransparentFX"
msgstr "TransparentFX"

#: Editor-Missing:Missing detected at runtime.
msgid "|Node Count"
msgstr "|节点数"

#: 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 "Fire1"
msgstr "Fire1"

#: Editor-Missing:Missing detected at runtime.
msgid "Bold and Italic"
msgstr "加粗与倾斜"

#: Editor-Missing:Missing detected at runtime.
msgid "Default Contact Offset"
msgstr "默认接触偏移"

#: Editor-Missing:Missing detected at runtime.
msgid "Cameras"
msgstr "相机"

#: Editor-Missing:Missing detected at runtime.
msgid "Network Discovery (Script)"
msgstr "网络发现（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "Remote"
msgstr "远程"

#: Editor-Missing:Missing detected at runtime.
msgid "Horizontal Layout Group"
msgstr "水平布局组"

#: Editor-Missing:Missing detected at runtime.
msgid "7th axis (Joysticks)"
msgstr "7 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Half Res"
msgstr "半分辨率"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkManagerHUD"
msgstr "NetworkManagerHUD"

#: Editor-Missing:Missing detected at runtime.
msgid "Mutes the sound."
msgstr "静音此声音。"

#: 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 "Max Translation Speed"
msgstr "最大过渡速度"

#: Editor-Missing:Missing detected at runtime.
msgid "Physics2DSettings"
msgstr "Physics2DSettings"

#: Editor-Missing:Missing detected at runtime.
msgid "Physics 3D"
msgstr "3D 物理"

#: 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 "Detailed"
msgstr "详细"

#: Editor-Missing:Missing detected at runtime.
msgid "Align with view"
msgstr "对齐视图"

#: 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 "XY"
msgstr "XY"

#: 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 "On Click"
msgstr "鼠标单击"

#: Editor-Missing:Missing detected at runtime.
msgid "Unrestricted"
msgstr "不受限制"

#: Editor-Missing:Missing detected at runtime.
msgid "Every Second V Blank"
msgstr "每秒 V 空白"

#: Editor-Missing:Missing detected at runtime.
msgid "Medium Resolution"
msgstr "中等分辨率"

#: 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 "Pressed Color"
msgstr "按下颜色"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkManager"
msgstr "NetworkManager"

#: 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 "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 "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 "Event Trigger"
msgstr "事件触发器"

#: Editor-Missing:Missing detected at runtime.
msgid "Joystick 5"
msgstr "操作杆 5"

#: Editor-Missing:Missing detected at runtime.
msgid "See Differences"
msgstr "查看差异"

#: 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 "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 "Simple"
msgstr "简单"

#: Editor-Missing:Missing detected at runtime.
msgid "Livingroom"
msgstr "Livingroom"

#: Editor-Missing:Missing detected at runtime.
msgid "Shadows Only"
msgstr "仅阴影"

#: 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 "Warn"
msgstr "警告"

#: 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 "Hidden By Default"
msgstr "默认隐藏"

#: 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 "Default-LowResolution"
msgstr "默认-LowResolution"

#: Editor-Missing:Missing detected at runtime.
msgid "Scaled"
msgstr "已缩放"

#: Editor-Missing:Missing detected at runtime.
msgid "Allow HDR"
msgstr "允许 HDR"

#: Editor-Missing:Missing detected at runtime.
msgid "Upper center"
msgstr "上部中心"

#: Editor-Missing:Missing detected at runtime.
msgid "Jump"
msgstr "跳跃"

#: Editor-Missing:Missing detected at runtime.
msgid "YZ"
msgstr "YZ"

#: Editor-Missing:Missing detected at runtime.
msgid "Vis Range"
msgstr "Vis 范围"

#: Editor-Missing:Missing detected at runtime.
msgid "Hide Others %&h"
msgstr "隐藏其他 %&h"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkStartPosition"
msgstr "NetworkStartPosition"

#: Editor-Missing:Missing detected at runtime.
msgid "Linear Rolloff"
msgstr "线性衰减"

#: 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 "Is On"
msgstr "是开启的"

#: Editor-Missing:Missing detected at runtime.
msgid "Mask (Script)"
msgstr "遮罩（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "Mono Script"
msgstr "Mono 脚本"

#: Editor-Missing:Missing detected at runtime.
msgid "Toggle Active State"
msgstr "切换激活状态"

#: Editor-Missing:Missing detected at runtime.
msgid "Middle right"
msgstr "中右"

#: Editor-Missing:Missing detected at runtime.
msgid "Connected Anchor"
msgstr "已连接锚点"

#: Editor-Missing:Missing detected at runtime.
msgid "Custom Axis"
msgstr "自定义轴"

#: 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 "PSVita Samples"
msgstr "PSVita 样本"

#: Editor-Missing:Missing detected at runtime.
msgid "ZY"
msgstr "ZY"

#: Editor-Missing:Missing detected at runtime.
msgid "Y Motion"
msgstr "Y 运动"

#: Editor-Missing:Missing detected at runtime.
msgid "Interpolation/Euler Angles"
msgstr "插值/欧拉角"

#: 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 "Max Delay"
msgstr "最大延迟"

#: Editor-Missing:Missing detected at runtime.
msgid "Sliced"
msgstr "已切片"

#: Editor-Missing:Missing detected at runtime.
msgid "UV3"
msgstr "UV3"

#: Editor-Missing:Missing detected at runtime.
msgid "Analytics"
msgstr "分析"

#: Editor-Missing:Missing detected at runtime.
msgid "Discrete"
msgstr "离散的"

#: Editor-Missing:Missing detected at runtime.
msgid "UV0"
msgstr "UV0"

#: Editor-Missing:Missing detected at runtime.
msgid "Surround"
msgstr "环绕"

#: 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 "Transition"
msgstr "过渡"

#: Editor-Missing:Missing detected at runtime.
msgid "28th axis (Joysticks)"
msgstr "28 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Toggle (Script)"
msgstr "切换（脚本）"

#: 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 "Position and Rotation"
msgstr "位置与旋转"

#: Editor-Missing:Missing detected at runtime.
msgid "Spring Joint"
msgstr "弹簧关节"

#: Editor-Missing:Missing detected at runtime.
msgid "Rename GameObject"
msgstr "重命名游戏对象"

#: 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 "Bathroom"
msgstr "浴室"

#: Editor-Missing:Missing detected at runtime.
msgid "Disable Shadows"
msgstr "禁用阴影"

#: Editor-Missing:Missing detected at runtime.
msgid "AnalyticsTracker"
msgstr "AnalyticsTracker"

#: Editor-Missing:Missing detected at runtime.
msgid "Drugged"
msgstr "已下药"

#: Editor-Missing:Missing detected at runtime.
msgid "Clamped"
msgstr "已钳制"

#: Editor-Missing:Missing detected at runtime.
msgid "Multi Line Submit"
msgstr "多行提交"

#: Editor-Missing:Missing detected at runtime.
msgid "Use Proxy Volume"
msgstr "使用代理体"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkProximityChecker"
msgstr "NetworkProximityChecker"

#: 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 "Custom Provided"
msgstr "自定义提供"

#: Editor-Missing:Missing detected at runtime.
msgid "Alphanumeric"
msgstr "字母数字"

#: Editor-Missing:Missing detected at runtime.
msgid "Carpetted Hallway"
msgstr "铺了地毯的走廊"

#: Editor-Missing:Missing detected at runtime.
msgid "Show Selected Items"
msgstr "显示所选项目"

#: Editor-Missing:Missing detected at runtime.
msgid "Display 1"
msgstr "显示 1"

#: Editor-Missing:Missing detected at runtime.
msgid "1 Bone"
msgstr "1 骨骼"

#: Editor-Missing:Missing detected at runtime.
msgid "Stone Corridor"
msgstr "石头走廊"

#: Editor-Missing:Missing detected at runtime.
msgid "Canvas Group"
msgstr "画布组"

#: 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 "11th axis (Joysticks)"
msgstr "11 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Mouse X"
msgstr "鼠标 X"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkMigrationManager"
msgstr "NetworkMigrationManager"

#: 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 "DSP Clock"
msgstr "DSP 时钟"

#: Editor-Missing:Missing detected at runtime.
msgid "19th axis (Joysticks)"
msgstr "19 号轴（操作杆）"

#: 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 "Bone count for mesh skinning"
msgstr "网格蒙皮骨骼数量"

#: Editor-Missing:Missing detected at runtime.
msgid "Hide Unity %h"
msgstr "隐藏 Unity %h"

#: Editor-Missing:Missing detected at runtime.
msgid "Continuous Dynamic"
msgstr "连续动态"

#: Editor-Missing:Missing detected at runtime.
msgid "NetworkAnimator"
msgstr "NetworkAnimator"

#: 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 "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，使用相机。"

#: Editor-Missing:Missing detected at runtime.
msgid "Don't Show"
msgstr "不显示"

#: Editor-Missing:Missing detected at runtime.
msgid "Arena"
msgstr "竞技场"

#: Editor-Missing:Missing detected at runtime.
msgid "Shadow"
msgstr "阴影"

#: Editor-Missing:Missing detected at runtime.
msgid "Alt Negative Button"
msgstr "Alt 否定按钮"

#: Editor-Missing:Missing detected at runtime.
msgid "Selectable"
msgstr "可选择"

#: 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 "Material Override"
msgstr "材质覆盖"

#: 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 "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 "13th axis (Joysticks)"
msgstr "13 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "27th axis (Joysticks)"
msgstr "27 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Autocorrected"
msgstr "自动更正"

#: Editor-Missing:Missing detected at runtime.
msgid "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 "Mesh Renderers"
msgstr "网格渲染器"

#: Editor-Missing:Missing detected at runtime.
msgid "GUI Text"
msgstr "GUI 文本"

#: Editor-Missing:Missing detected at runtime.
msgid "Z-Axis"
msgstr "Z 轴"

#: 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 "Name of the device."
msgstr "设备名称。"

#: Editor-Missing:Missing detected at runtime.
msgid "Perspective"
msgstr "透视"

#: Editor-Missing:Missing detected at runtime.
msgid "Dolly"
msgstr "拖拽"

#: Editor-Missing:Missing detected at runtime.
msgid "City"
msgstr "城市"

#: Editor-Missing:Missing detected at runtime.
msgid "Swing 1 Limit"
msgstr "摆动 1 限制"

#: 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 "EditorOnly"
msgstr "EditorOnly"

#: 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 "Angular YZ Limit Spring"
msgstr "YZ 轴角限制弹簧"

#: Editor-Missing:Missing detected at runtime.
msgid "Mass Scale"
msgstr "质量比例"

#: Editor-Missing:Missing detected at runtime.
msgid "Total Mass"
msgstr "总质量"

#: 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 "Position As UV1 (Script)"
msgstr "作为 UV1 定位（脚本）"

#: Editor-Missing:Missing detected at runtime.
msgid "CSharp"
msgstr "CSharp"

#: 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 "Audio Spatializer Microsoft"
msgstr "音频 Spatializer Microsoft"

#: 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 "GvrAudioRoom"
msgstr "GvrAudioRoom"

#: 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 "Turn Auto Play on"
msgstr "打开自动播放"

#: 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 "Best performance"
msgstr "最佳性能"

#: Editor-Missing:Missing detected at runtime.
msgid "10th axis (Joysticks)"
msgstr "10 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Maximum LOD Level"
msgstr "最大 LOD 级别"

#: Editor-Missing:Missing detected at runtime.
msgid "Pelvis"
msgstr "骨盆"

#: 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 "17th axis (Joysticks)"
msgstr "17 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Quarter Res"
msgstr "四分之一分辨率"

#: Editor-Missing:Missing detected at runtime.
msgid "Extrapolate"
msgstr "外推"

#: Editor-Missing:Missing detected at runtime.
msgid "Tags & Layers"
msgstr "标签与图层"

#: Editor-Missing:Missing detected at runtime.
msgid "Standalone Input Module"
msgstr "独立输入模块"

#: Editor-Missing:Missing detected at runtime.
msgid "Move To View"
msgstr "移动到视图"

#: Editor-Missing:Missing detected at runtime.
msgid "QualitySettings"
msgstr "QualitySettings"

#: Editor-Missing:Missing detected at runtime.
msgid "Angular Y Motion"
msgstr "Y 轴角运动"

#: 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 "Aspect Ratio Fitter"
msgstr "宽高比适应器"

#: Editor-Missing:Missing detected at runtime.
msgid "Korean (Experimental)"
msgstr "韩语（实验功能）"

#: 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 "Velocity Iterations"
msgstr "速度迭代"

#: 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 "Preferences..."
msgstr "首选项..."

#: 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 "Hard and Soft Shadows"
msgstr "硬阴影和软阴影"

#: Editor-Missing:Missing detected at runtime.
msgid "Left Elbow"
msgstr "左肘"

#: Editor-Missing:Missing detected at runtime.
msgid "Display {0}"
msgstr "显示 {0}"

#: 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 "Never Sleep"
msgstr "从不休眠"

#: Editor-Missing:Missing detected at runtime.
msgid "Unity Logo Below"
msgstr "Unity 下方徽标"

#: Editor-Missing:Missing detected at runtime.
msgid "Joystick 6"
msgstr "操作杆 6"

#: Editor-Missing:Missing detected at runtime.
msgid "Collab is disabled."
msgstr "Collab 已禁用。"

#: Editor-Missing:Missing detected at runtime.
msgid "URL of the VRPN server."
msgstr "VRPN 服务器的 URL。"

#: 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 "Right To Left"
msgstr "从右到左"

#: Editor-Missing:Missing detected at runtime.
msgid "Time Measurement Script"
msgstr "时间测量脚本"

#: 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 "Start Awake"
msgstr "开始唤醒"

#: Editor-Missing:Missing detected at runtime.
msgid "Full Res"
msgstr "全部分辨率"

#: Editor-Missing:Missing detected at runtime.
msgid "Hierachy Stats"
msgstr "层级统计"

#: Editor-Missing:Missing detected at runtime.
msgid "Nothing"
msgstr "无内容"

#: Editor-Missing:Missing detected at runtime.
msgid "Batching Static"
msgstr "批处理静态"

#: Editor-Missing:Missing detected at runtime.
msgid "ZX"
msgstr "ZX"

#: Editor-Missing:Missing detected at runtime.
msgid "Integer Number"
msgstr "整数"

#: Editor-Missing:Missing detected at runtime.
msgid "API Only"
msgstr "仅 API"

#: 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 "Unscaled Time"
msgstr "未缩放的时间"

#: Editor-Missing:Missing detected at runtime.
msgid "The Lightâs GameObject is inactive. These lights have no effect on the Scene."
msgstr "Lightâs 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 "When the joint hits the limit. This will determine how bouncy it will be. [ 0, 1  ]."
msgstr "关节何时达到限制。该限制将决定其弹性。[ 0, 1  ]。"

#: Editor-Missing:Missing detected at runtime.
msgid "The 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 "Angular Z Motion"
msgstr "Z 轴角运动"

#: Editor-Missing:Missing detected at runtime.
msgid "Joystick 10"
msgstr "操作杆 10"

#: Editor-Missing:Missing detected at runtime.
msgid "Soft Shadows"
msgstr "软阴影"

#: Editor-Missing:Missing detected at runtime.
msgid "Rect Transform"
msgstr "矩形变换"

#: Editor-Missing:Missing detected at runtime.
msgid "Dark on Light"
msgstr "亮底暗字"

#: Editor-Missing:Missing detected at runtime.
msgid "21st axis (Joysticks)"
msgstr "21 号轴（操作杆）"

#: Editor-Missing:Missing detected at runtime.
msgid "Default-HighResolution"
msgstr "默认-HighResolution"

#: 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 "Grid and Snap"
msgstr "网格和吸附"

#: Editor-Missing:Missing detected at runtime.
msgid "Update UXML Schema"
msgstr "更新 UXML 架构"

#: 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 "Clear Default Parent"
msgstr "清除默认父对象"

#: 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 "Load Layout from File..."
msgstr "从文件加载布局..."

#: Editor-Missing:Missing detected at runtime.
msgid "Reset All Layouts"
msgstr "重置所有布局"

#: Editor-Missing:Missing detected at runtime.
msgid "Sequencing"
msgstr "正在排序"

#: Editor-Missing:Missing detected at runtime.
msgid "Debugger"
msgstr "调试器"

#: Editor-Missing:Missing detected at runtime.
msgid "Adaptive Performance"
msgstr "Adaptive Performance"

#: Editor-Missing:Missing detected at runtime.
msgid "Input Manager"
msgstr "输入管理器"

#: Editor-Missing:Missing detected at runtime.
msgid "Preset Manager"
msgstr "预设管理器"

#: Editor-Missing:Missing detected at runtime.
msgid "Tags and Layers"
msgstr "标签和图层"

#: Editor-Missing:Missing detected at runtime.
msgid "XR Plugin Management"
msgstr "XR 插件管理"

#: Editor-Missing:Missing detected at runtime.
msgid "Background Tasks"
msgstr "后台任务"

#: Editor-Missing:Missing detected at runtime.
msgid "Clear inactive"
msgstr "清除非活动对象"
