FiE-Game/Assets/Particle Playground/Playground Assets/Settings/Languages/English.asset

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m_Name: English
m_EditorClassIdentifier:
languageNameSeenByEnglish: American
languageName: English
playgroundName: Particle Playground
newParticlePlaygroundSystem: New Particle Playground System
playgroundWizard: Playground Wizard
playgroundPresetWizard: Playground Preset Wizard
presetWizard: Preset Wizard
playgroundCopyWizard: Playground Copy Wizard
copyWizard: Copy Wizard
languageInstallWizard: Language Install Wizard
playgroundBrushWizard: Playground Brush Wizard
brushWizard: Brush Wizard
preset: Preset
presets: Presets
publish: Publish
all: All
user: User
example: Example
examples: Examples
icon: Icon
icons: Icons
list: List
create: Create
createPreset: Create Preset
convertTo: Convert to
edit: Edit
export: Export
settings: Settings
none: None
fix: Fix
save: Save
load: Load
rebuild: Rebuild
refresh: Refresh
xml: Xml
asset: Asset
browse: Browse
paths: Paths
playgroundPath: Playground Path
languagesPath: Languages Path
userPresetPath: User Preset Path
examplePresetPath: Example Preset Path
presetIconPath: Preset Icon Path
brushPath: Brush Path
scriptPath: Script Path
updateUrl: Update URL
officialSite: Official Site
assetStore: Asset Store
manual: Manual
supportForum: Support Forum
mailSupport: Mail Support
updateAvailable: Update Available
updateAvailableText: is available. Please visit the Unity Asset Store to download
the new version.
unityAssetStore: Unity Asset Store
searchNoPresetFound: No preset found containing
noPresetsFound: No presets found. Press "Create" to make a new preset.
noUserPresetsFound: No user presets found in any "Resources/Presets" folder. Press
"Create" to make a new preset.
noExamplePresetsFound: No example presets found. Make sure they are stored in
noPresetsFoundInProject: No presets found. Make sure that the path to the presets
are set to
noSettingsFile: No settings file could be found. You must have a settings file at
noParticleSystems: No particle systems created.
noManipulators: No manipulators created.
noProperties: No properties created.
noTarget: No target
noTargets: No targets created.
noEvents: No events created.
noMesh: No Mesh
noCollisionPlanes: No collision planes created.
noSnapshots: No snapshots created.
noStates: No states created.
allTargets: All targets must be assigned.
noPlaygroundManager: The Playground Manager runs all Particle Playground Systems
in the scene, you need to create one to get started.
missingTransform: Missing Transform!
noAlphaColorInPaint: You have no alpha in the color. No particle positions will
be painted.
noLifetimeColors: No lifetime colors created.
someFeaturesInScript: Some features are inactivated as this Particle Playground
System is running in script mode.
notSnapshot: is not a snapshot.
notSnapshotText: You can only add snapshots into this slot. First create a snapshot
from the new particle system you wish to assign.
projectionOnlyWorldSpace: Projection can only run in world space.
particleSystemEventAssignErrorSelf: A particle system cannot send events to itself.
Please choose another particle system in your Scene.
particleSystemEventAssignErrorSnapshot: A particle system cannot send events to
a snapshot. Please choose another particle system in your Scene.
enableCollisionToSendEvents: You must enable collision on this particle system to
send collision events.
couldNotReadTexture: Could not read the Import Settings of the selected texture.
couldNotReadMesh: Could not read the Import Settings of the selected mesh.
notReadable: is not readable. Please change Read/Write Enabled on its Import Settings.
editFromHierarchyOnly: Please edit this from Hierarchy only.
localScaleWarning: A local scale of anything else than Vector3 (1,1,1) may result
in Shuriken component not rendering.
rotationSimulationSpace: Would you like to simulate the particle system in local
space? This will let source positions and force settings apply along with the
particle system's rotation.
setLocalSpaceSimulation: Set Local Space Simulation
checkForUpdates: Check For Updates
language: Language
install: Install
installType: Install Type
installText: The Playground Language Wizard allows you to add a new language to
your Playground Settings. Installing as an Asset you need the language file to
already be imported to your project.
languageFile: Language File
languageLocation: Language Location
saveLanguage: Save Language
loadLanguage: Load Language
noLanguageFound: No language could be found.
remove: Remove
removeAll: Remove all
removeLanguage: Are you sure you want to remove the language
removePreset: Permanently delete this preset?
removePresetText: will be removed. Are you sure?
removeParticlePlaygroundSystem: Are you sure you want to remove this Particle Playground
System?
removeManipulator: Are you sure you want to remove the Manipulator assigned to
removeEvent: Remove the events from
removeEventsText1: All events connected to this particle system from
removeEventsText2: will be removed. Are you sure you want to remove them?
removeEventInEventList: Are you sure you want to remove this event?
removeSnapshot: Are you sure you want to remove the snapshot
removeAllSnapshots: Remove all snapshots?
removeAllSnapshotsText: Are you sure you want to remove all snapshot?
removeState: Are you sure you want to remove the state
deleteBrush: Permanently delete this brush?
deleteBrushText: will be removed from your brushes, are you sure?
gameObjectIntact: (GameObject in Scene will remain intact)
switchToScriptMode: Switch to Script Mode?
switchToScriptModeText1: The event target of
switchToScriptModeText2: is running in
switchToScriptModeText3: mode. All events must be received by Script Mode.
yes: Yes
no: No
ok: Ok
switchText: Switch
cancel: Cancel
openPlaygroundWizard: Open Playground Wizard
playgroundParticles: Playground Particles
playgroundManager: Playground Manager
eventControlled: Event Controlled
controlledByAnotherEvent: This Particle Playground System is controlled by events
from another particle system.
controlledByScript: This Particle Playground System is controlled by script. You
can only emit particles from script in this source mode using PlaygroundParticlesC.Emit(position,
velocity, color) or let another particle system control it by events. Please see
the manual for more details.
emissionIndex: Emission Index
emissionRate: Emission Rate
emit: Emit
emitParticles: Emit Particles
snapshot: Snapshot
source: Source
sourceDescription: 'Source is the target method for the particles in this Particle
Playground System.
State: Target position and color in a stored state
Transform: Target transforms live in the scene
WorldObject: Target each vertex in a mesh live in the scene
SkinnedWorldObject: Target each vertex in a skinned mesh live in the scene
Script: Behaviour controlled by custom scripts
Paint: Target painted positions and colors made with a brush
Projection: Target projected positions and colors made with a texture'
setParticleCount: Set Particle Count
proceduralOptions: Procedural Options
meshVerticesUpdate: Mesh Vertices Update
meshVerticesUpdateDescription: Enable this if the object's mesh is procedural and
changes vertices over time.
meshNormalsUpdate: Mesh Normals Update
meshNormalsUpdateDescription: Enable this if the object's mesh is procedural and
changes normals over time.
sourceDownResolution: Source Down Resolution
particleSettings: Particle Settings
forces: Forces
collision: Collision
rendering: Rendering
sortingLayer: Sorting Layer
orderInLayer: Order In Layer
manipulator: Manipulator
manipulators: Manipulators
state: State
states: States
eventName: Event
events: Events
eventListener: Event Listener
typeOfEvent: The type of event.
snapshots: Snapshots
advanced: Advanced
particleSystem: Particle System
particleSystems: Particle Systems
globalManipulators: Global Manipulators
target: Target
targets: Targets
transition: Transition
size: Size
strength: Strength
shape: Shape
sphere: Sphere
box: Box
bounds: Bounds
nullName: Null
affects: Affects
type: Type
time: Time
presetText: Create a Particle Playground Preset by selecting a Particle Playground
System and an icon (optional). The icon must be in png-format and preferably 32x32
pixels. All connected objects will be childed to the Particle Playground System.
publishText: Prepare a preset for packaging by selecting the Particle Playground
Preset in the list. The icon must be in png-format and preferably 32x32 pixels.
All connected meshes, images and/or cached values will be distributed along with
your Particle Playground System. Please check all dependencies before you distribute
your asset. You agree that Polyfied cannot be held responsible for the quality
of your asset when publishing assets connected to the Particle Playground framework.
childConnected: Child Connected Objects
presetWithSameNameFound: Preset with same name found!
presetWithSameNameFoundText: already exists. Do you want to overwrite it?
gameObjectIsNotPlayground: GameObject is not a Particle Playground System.
brushWizardText: Create a Particle Playground Brush by selecting a texture and edit
its settings. The texture must have Read/Write Enabled and use True Color (non-compressed)
in its import settings.
brushTexture: Brush Texture
brushSameName: Brush with same name found!
brushSameNameText: already exists. Do you want to overwrite it?
playgroundCopyWizardText: The Playground Copy Wizard allows you to copy a particle
system into another Particle Playground system. You may need to tweak your target
Particle Playground system after copying a Shuriken component.
from: From
fromType: From Type
to: To
copy: Copy
copyErrorMessageIsPlayground: You have specified a Shuriken component from a Particle
Playground system. This is not allowed as it will result in a corrupt copy.
copyErrorMessageSameSystem: You have specified the same particle system to copy
from. This is an unnecessary procedure.
enabled: Enabled
transform: Transform
transforms: Transforms
vector3: Vector3
position: Position
localPosition: Local Position
rotation: Rotation
localRotation: Local Rotation
scale: Scale
distance: Distance
radius: Radius
points: Points
worldObject: World Object
skinnedWorldObject: Skinned World Object
material: Material
attractor: Attractor
gravitational: Gravitational
repellent: Repellent
property: Property
combined: Combined
vortex: Vortex
turbulence: Turbulence
turbulenceType: Turbulence Type
calculateParticles: Calculate Particles
calculateParticlesDescription: Calculate forces on PlaygroundParticles objects.
Disabling this overrides independently set values and halts all PlaygroundParticles
objects.
groupAutomatically: Group Automatically
groupAutomaticallyDescription: Automatically parent a PlaygroundParticles object
to Playground Manager if it has no parent.
buildZeroAlphaPixels: Build Zero Alpha Pixels
buildZeroAlphaPixelsDescription: Turn this on if you want to build particles from
0 alpha pixels into states.
sceneGizmos: Scene Gizmos
sceneGizmosDescription: Show gizmos in Scene View for Playground objects.
sourcePositions: Source Positions
sourcePositionsDescription: Show gizmos in Scene View for particle source positions.
wireframes: Wireframes
wireframesDescription: Draw wireframes around particles in Scene View.
paintToolbox: Paint Toolbox
paintToolboxDescription: Show Paint toolbox in Scene View when Source is set to
Paint
showShuriken: Show Shuriken
showShurikenDescription: Show the Shuriken component in Inspector.
advancedSnapshots: Advanced Snapshots
advancedSnapshotsDescription: Show the snapshots of a particle system in Hierarchy
and expose more advanced controls through settings.
pixelFilterMode: Pixel Filter Mode
pixelFilterModeDescription: Color filtering mode when creating particles from pixels
in an image.
timeSimulation: Time Simulation
reset: Reset
editorLimits: Editor Limits
transitionTime: Transition Time
transitionType: Transition Type
findClosestPosition: Find Closest Position
transitionTimeMultiplier: Transition Time Multiplier
loadFromStart: Load From Start
setMaterialAfterTransition: Set Material After Transition
particleCount: Particle Count
particleLifetime: Particle Lifetime
particleRotation: Particle Rotation
particleSize: Particle Size
particleScale: Particle Scale
particleVelocity: Particle Velocity
particleColor: Particle Color
positionScale: Position Scale
particles: particles
colorStrength: Color Strength
sourceScatter: Source Scatter
deltaMovement: Delta Movement
deltaMovementStrength: Delta Movement Strength
damping: Damping
velocity: Velocity
velocityStrength: Velocity Strength
velocityScale: Velocity Scale
initialVelocity: Initial Velocity
initialLocalVelocity: Initial Local Velocity
initialRotation: Initial Rotation
stretchSpeed: Stretch Speed
collisionRadius: Collision Radius
mass: Mass
bounciness: Bounciness
depth: Depth
depth2D: Depth (2D)
color: Color
updateRate: Update Rate
renderSliders: Render Sliders
paintPositions: Paint Positions
brushSizeMin: Brush Size Min
brushSizeMax: Brush Size Max
eraserSizeMin: Eraser Size Min
eraserSizeMax: Eraser Size Max
paintSpacing: Paint Spacing
manipulatorSize: Manipulator Size
manipulatorStrength: Manipulator Strength
manipulatorZeroVelocityStrength: Zero Velocity Strength
manipulatorStrengthEffectors: Strength Effectors
trackParticles: Track Particles
sendBirthEvents: Send Birth Events
sendDeathEvents: Send Death Events
sendEnterEvents: Send Enter Events
sendExitEvents: Send Exit Events
sendCollisionEvents: Send Collision Events
smoothingEffect: Smoothing Effect
distanceEffect: Distance Effect
lifetimeFilter: Lifetime Filter
particleFilter: Particle Filter
inverseBounds: Inverse Bounds
propertyType: Property Type
onlyColorInRange: Only Color In Range
onlyPositionInRange: Only Position In Range
keepColorAlphas: Keep Color Alphas
sizeStrength: Size Strength
targetStrength: Target Strength
deathStrength: Death Strength
attractorStrength: Attractor Strength
gravitationalStrength: Gravitational Strength
repellentStrength: Repellent Strength
vortexStrength: Vortex Strength
turbulenceStrength: Turbulence Strength
meshTarget: Mesh Target
skinnedMeshTarget: Skinned Mesh Target
targetSorting: Target Sorting
mesh: Mesh
image: Image
lifetimeColor: Lifetime Color
paintMode: Paint Mode
dot: Dot
brush: Brush
eraser: Eraser
brushPresets: Brush Presets
brushShape: Brush Shape
brushScale: Brush Scale
detail: Detail
brushDistance: Brush Distance
useBrushColor: Use Brush Color
eraserRadius: Eraser Radius
paintCollisionType: Paint Collision Type
paint: Paint
paintMask: Paint Mask
maxPaintPositions: Max Paint Positions
exceedMaxStopsPaint: Exceed Max Stops Paint
exceededMaxPaint: You have exceeded max positions. No new paint positions are possible
when Exceed Max Stops Paint is enabled.
morePaintThanPositions: You have more paint positions than particles. Increase Particle
Count to see all painted positions.
start: Start
stop: Stop
clear: Clear
clearPaint: Clear Paint?
clearPaintText: Are you sure you want to remove all painted source positions?
playgroundPaint: Playground Paint
overflowMode: Overflow Mode
overflowModeDescription: The method to align the Overflow Offset by.
overflowOffset: Overflow Offset
loop: Loop
disableOnDone: Disable On Done
lifetimeSize: Lifetime Size
rotateTowardsDirection: Rotate Towards Direction
rotationNormal: Rotation Normal
lifetimeMethod: Lifetime Method
lifetime: Lifetime
lifetimeSorting: Lifetime Sorting
lifetimeSortingDescription: 'Determines how the particles are ordered on rebirth.
Scrambled: Randomly placed.
Scrambled Linear: Randomly placed but never at the same time.
Burst: Alfa and Omega.
Linear: Alfa to Omega.
Reversed: Omega to Alfa.
NearestNeighbor: Closest to furthest point.
NearestNeighborReversed: Furthest to closest point.
User: Specified by AnimationCurve'
sortOrigin: Sort Origin
customSorting: Custom Sorting
lifetimeOffset: Lifetime Offset
particleMask: Particle Mask
maskTime: Mask Time
maskSorting: Mask Sorting
off: Off
forceAnnihilation: Force Annihilation
onlySourcePositions: Only Source Positions
onlySourcePositionsDescription: Particles are bound to their source position during
their lifetime.
assignTransformDeltaMovement: Assign a transform to the active state to enable Delta
Movement.
lifetimePositioning: Lifetime Positioning
onlyLifetimePositioningDescription: Particle movement is bound to the lifetime positioning.
useSourceDirection: Use Source Normal Direction
axisConstraintsDescription: All forces are disabled as all axis constraints is applied.
lifetimeVelocity: Lifetime Velocity
initialLocalVelocityControlledByScript: Initial Local Velocity is controlled by
passed in velocity to Emit() in script mode.
assignTransformLocalVelocity: Assign a transform to the active state to enable Initial
Local Velocity.
initialVelocityShape: Initial Velocity Shape
velocityBending: Velocity Bending
bending: Bending
timeScale: Time Scale
lifetimeStrength: Lifetime Strength
gravity: Gravity
maxVelocity: Max Velocity
axisConstraints: Axis Constraints
threeDimensional: 3D
twoDimensional: 2D
collisionType: Collision Type
collisionMask: Collision Mask
collideWithRigidbodies: Collide With Rigidbodies
lifetimeLoss: Lifetime Loss
randomBounce: Random Bounce
collisionPlanes: Collision Planes
gizmoScale: Gizmo Scale
colorSource: Color Source
sourceUsesLifetimeAlpha: Source Uses Lifetime Alpha
renderMode: Render Mode
cameraScale: Camera Scale
speedScale: Speed Scale
lengthScale: Length Scale
startStretch: Start Stretch
lifetimeStretch: Lifetime Stretch
maxParticleSize: Max Particle Size
settingsAndParticles: Settings & Particles
settingsOnly: Settings Only
particlesOnly: Particles Only
simple: Simple
newSnapshotName: New Snapshot
simulationSpace: Simulation Space
localSpace: Local Space
globalSpace: Global Space
movementCompensation: Movement Compensation
movementCompensationLifetimeStrength: Compensation Lifetime Strength
rebirthOptions: Rebirth Options
randomLifetime: Random Lifetime
randomSize: Random Size
randomRotation: Random Rotation
randomScatter: Random Scatter
randomVelocity: Random Velocity
forceInitialColor: Force Initial Color
lockPosition: Lock Position
positionIsLocal: Position Is Local
lockRotation: Lock Rotation
rotationIsLocal: Rotation Is Local
lockScale: Lock Scale
syncParticlesToMainThread: Sync Particles To Main-Thread
multithreadedManipulators: Multithreaded Manipulators
autoPauseCalculation: Auto-Pause Calculation
particlePool: Particle Pool
broadcastType: Broadcast Type
broadcastTypeDescription: Set to broadcast to a Target and/or Event Listeners.
collisionThreshold: Collision Threshold
inheritancePosition: The inheritance for position.
inheritanceVelocity: The inheritance for velocity.
inheritanceColor: The inheritance for color.
velocityMultiplier: Velocity Multiplier
activeState: Active State
nameText: Name
stateMeshDescription: The source mesh to construct particles from vertices. When
a mesh is used the texture is used to color each vertex.
stateTextureDescription: The source texture to construct particles from pixels.
When a mesh is used this texture is used to color each vertex.
stateDepthmapDescription: The source texture to apply depthmap onto Texture's pixels.
Not compatible with meshes.
stateDepthmapStrengthDescription: How much the grayscale of the depthmap will affect
Z-value.
stateTransformDescription: The transform to parent this state.
stateScaleDescription: The scale of width-height ratio.
stateOffsetDescription: The offset from Particle System origin.
brushNameDescription: The name of this brush preset
brushShapeDescription: The texture to construct this Brush from
brushScaleDescription: The scale of this Brush (measured in Units)
brushDetail: Brush Detail
brushDetailDescription: The detail level of this brush
brushDistanceDescription: The distance the brush reaches
paintSpacingDescription: The required space between the last and current paint position
exceedMaxStopsPaintDescription: Should painting stop when paintPositions is equal
to maxPositions (if false paint positions will be removed from list when painting
new ones)
texture: Texture
depthmap: Depthmap
depthmapStrength: Depthmap Strength
offset: Offset
createState: Create State
projectionTexture: Projection Texture
liveUpdate: Live Update
originOffset: Origin Offset
projectionDistance: Projection Distance
projectionScale: Projection Scale
surfaceOffset: Surface Offset
projectionMask: Projection Mask
projectionCollisionType: Projection Collision Type
collisionDisabledDescription: Collisions are disabled due to your Force settings.
onlySizeInRange: Only Size In Range
sendToManager: Send To Manager
clearOnStop: Clear On Stop
multithreading: Multithreading
particleThreadMethod: Particle Thread Method
skinnedMeshThreadMethod: Skinned Mesh Thread Method
turbulenceThreadMethod: Turbulence Thread Method
threadMethodDescription: Determines which multithreading method should be used.
maxThreads: Max Threads
maxThreadsDescription: The maximum amount of threads that can be created. The amount
of created threads will never exceed available CPUs.
threadInfo01: No calculation threads will be created. This will in most cases have
a negative impact on performance as Particle Playground will calculate along all
other logic on the main-thread. Use this for debug purposes or if you know there's
no multi- or hyperthreading possibilities on your target platform.
threadInfo02: One calculation thread per particle system will be created. Use this
when having heavy particle systems in your scene. Note that this method will never
bundle calculation calls.
threadInfo03: One calculation thread for all particle systems will be created. Use
this if you have other multithreaded logic which has higher performance priority
than Particle Playground or your project demands strict use of garbage collection.
threadInfo04: Calculation threads will distribute evenly for all particle systems
in your scene. This will bundle calculation calls to match the platform's SystemInfo.processorCount.
This is the recommended and overall fastest method to calculate particle systems.
thread: Thread
assignATexture: You need to assign a texture.
useAnotherSourceTransform: Use another Source Transform than your particle system
to enable this effect.
activeThreads: active threads
processors: processors
prefabConnection: Prefab Connection
noAssetsFoundMessage: The Particle Playground assets couldn't be found in the specified
path. Please edit the paths to match your current project.
skinnedMeshOptimizeGameObjectsMessage: Consider to disable Optimize Game Objects
for the Import Settings of your skinned mesh. Having Optimize Game Objects enabled
will be a lot slower for a Particle Playground system to calculate as it must
extract the vertices each frame.
castShadows: Cast Shadows
receiveShadows: Receive Shadows
sorting: Sorting
sortMode: Sort Mode
sortingFudge: Sorting Fudge
textureSheetAnimation: Texture Sheet Animation
tiles: Tiles
animation: Animation
randomRow: Random Row
row: Row
animationMethod: Animation Method
frameOverTime: Frame Over Time
chromaKey: Chroma Key
spread: Spread
spline: Spline
splines: Splines
newSplineMessage: Assign an existing Playground Spline component from your scene
or press Create to start working with a new Playground Spline (will be parented
to this particle system). To edit a Playground Spline you select it in Hierarchy.
allSplinesMustBeAssignedMessage: All splines must be assigned and enabled.
treatAsOneSpline: Treat As One Spline
playgroundSpline: Playground Spline
selection: Selection
node: Node
nodes: Nodes
bezier: Bezier
selectedNode: Selected Node
selectedBezierHandle: Selected Bezier Handle
bezierMode: Bezier Mode
addNode: Add Node
removeSelectedNode: Remove Selected Node
usedBy: Used By
noUser: No User
easing: Easing
easingVelocity: Easing Velocity
timeOffset: Time Offset
positionOffset: Position Offset
reverse: Reverse
targetMethod: Target Method
overflowOffsetSplineMessage: Overflow Offset can't be applied when using Spline
as Source.
noSplineUserMessage: No Particle Playground system is using this spline.
removeUserTitle: Remove user?
removeUserMessage: Do you want to remove this spline from the Particle Playground
system?
convertAllToTransforms: Convert All To Transforms
convertAllToVector3: Convert All To Vector3
reverseAllNodes: Reverse All Nodes
velocityOnNewNode: Velocity On New Node
moveTransformsAsBeziers: Move Transforms As Beziers
exportWithNodeStructure: Export With Node Structure
drawSplinePreview: Spline Preview
drawSplinePreviewDescription: Draws the shape of a spline assigned to a particle
system when selected in Hierarchy.
newEmpty: New Empty
noSplinesCreated: No splines are created.
colorMethod: Color Method
arrayColor: Array Color
arrayAlpha: Array Alpha
applyArrayAlpha: Apply Array Alpha
collisionExclusion: Collision Exclusion
collisionExclusionMessage: No objects are excluded from collision.
treatAsOneTransform: Treat As One Transform
allTransformsMustBeAssignedMessage: All transforms must be assigned.
assignTransformMessage: Please assign a transform.
method: Method
range: Range
sectorA: Sector A
sectorB: Sector B
lifetimeEmission: Lifetime Emission
prewarm: Prewarm
prewarmLifetimeCycles: Prewarm Lifetime Cycles
prewarmCyclesResolution: Prewarm Cycles (Resolution)
inverseRigidbodyCollision: Inverse Rigidbody Collision
locks: Locks
onEnable: On Enable
misc: Misc
deltaPositionAdjustment: Delta Position Adjustment
arraySize: Array Size
sourcePoint: Source Point
emission: Emission
on: On
constantForce: Constant Force
initialGlobalVelocity: Initial Global Velocity
shadows: Shadows
collisionSettings: Collision Settings
sync: Sync
transitionBackToSource: Transition Back To Source
transitionAmount: Transition Amount
calculateManipulator: Calculate Manipulator
renderer: Renderer
hierarchyIcon: Hierarchy Icon
minimumShurikenLifetime: Minimum Shuriken Lifetime
calculationTrigger: Calculation Trigger
calculationTriggerSize: Calculation Trigger Size
calculationTriggerOffset: Calculation Trigger Offset
drawGizmo: Draw Gizmo
drawBezierGizmo: Draw Bezier Gizmo
bezierWidth: Bezier Width
outOfView: Out Of View
autoPause: Auto-Pause
forceUpdateOnMainThread: Force Update On Main-Thread
forceUpdateOnMainThreadDescription: Enable this to ensure that skinned meshes are
in absolute sync with their source positions. This may give a noticeable hit on
performance.
trackingMethod: Tracking Method
animationTimeMethod: Animation Time Method
upSymbol: "\u2191"
downSymbol: "\u2193"