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  • The Hierarchy in Unity is a complete list of any object in your open scene.

    Unity の Hierarchy ビューはシーンにおける完全なオブジェクトの一覧です。

  • Objects are listed from A to Z order,

    オブジェクトは A から Z まで順番に並べられています。

  • but it is also possible to create hierarchies of objects


  • which are in turn listed in A to Z order.

    その中で A から Z まで順番に表示することも出来ます。

  • Hierarchies of objects mean that they are grouped, with the top most object being called the Parent Object


  • and the rest being referred to as Children or Child objects.


  • These objects then have their transform values based upon that of their parent object.

    これらの表示されたオブジェクトの Transform の値は親オブジェクトに基づきます。

  • For example the position of an object when loose in the hierarchy

    例えば、Hierarchy ビューで独立したオブジェクトの位置は

  • is based on it's distance from the world origin, or zero point.


  • But when this object is made a child of another object it's position is relative to that of it's parent.


  • In this example the character object is at the origin of the 3D scene,

    次の例では、キャラクターオブジェクトは3D 座標の原点にあります。

  • the position (0, 0, 0).

    位置 は (0, 0, 0) です。

  • And there is a cube object at position (5, 1, 5).

    さらにキューブオブジェクトが (5, 1, 5) にあります。

  • But when the character object is made a child of the cube - it's origin, or zero point,


  • is then the position of the parent object, the cube.


  • Now the character's position is said to be (-5, -1, -5).

    キャラクターの位置は (-5, -1, -5) となりました。

  • This being the distance from the cube object, it's parent and therefore it's origin position.

    これは親オブジェクトであるキューブオブジェクトからの、 すなわち、原点からの距離を表します。

  • We can also see that with Pivot Point Rotation enabled

    Pivot Point Rotation が有効化されてるので、

  • the rotation is now based on the parent object


  • rather than rotating around it's own axis.


  • The same then applies to movement,


  • and scaling.


  • And this will apply until that object is no longer a child.


  • Other features of the hierarchy are the Create button

    Hierarchy の他の機能は Create ボタンおよび

  • and Search field.


  • The create button on the hierarchy acts as a mirror of the Game Object - Create Other top menu

    Hierarchy の Create ボタンはメニューの Game Object - Create Other と同等の動きをして、

  • and this will allow you to create various different things that you will need to construct your games in Unity.


  • Whilst the search field works in a similar way to the search field in the Scene view,


  • allowing you to narrow down objects using their name.


  • The scene view then reacts by greying out other objects


  • allowing you to see the object you've searched for more easily.


  • You can also make use of the modifier T: in order to search for types of object.

    さらに T: 修飾子を活用することでオブジェクトの型を検索することが出来ます。

  • Type here being considered as one of the objects components.


  • For example if I search for T:Light

    例えばもし T:Light として検索すると

  • there is only one light in my current scene,


  • one on the end of the players gun.


  • And if I search for T: Audio Source

    もし T: Audio Source とすると、

  • I'll be narrowed down to 3 objects,

    3 つのオブジェクトに絞込みが行われますが、

  • the only ones in the scene that happen to have audio source components attached to them.

    これはシーン上の Audio Source コンポーネントをアタッチされているオブジェクトのみです。

  • When searching in this way, the bottom of the hierarchy shows the path to the object that you've found.

    このように検索することで、Hierarchy の最下部はみつけたオブジェクトのパス表示をします。

  • Damage audio source being the one I have selected,

    この場合、選択したのは Damage Audio Source です。

  • Player being it's parent and Cube being the parent of that object.

    Player がこの親であり、Cube はさらにこのオブジェクトの親になります。

  • This means that when cancelling the search you can easily see where your object is.


  • It will also remain selected and the parent objects of that object will be expanded to show where it's located.

    選択された状態は継続して、そのオブジェクトの親オブジェクトがどの場所にあるか表示されます。 (翻訳:gamesonytablet)

The Hierarchy in Unity is a complete list of any object in your open scene.

Unity の Hierarchy ビューはシーンにおける完全なオブジェクトの一覧です。


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