Unity 2018 Cookbook (Matt Smith 著)
1. Displaying Data with Core UI Elements (已看)
2. Responding to User Events for Interactive UIs (已看)
3. Inventory UIs (已看)
4. Playing and Manipulating Sounds
5. Creating Textures, Maps, and Materials
6. Shader Graphs and Video Players
11. Webserver Communication and Online Version-Control
12. Controlling and Choosing Positions
13. Navigation Meshes and Agents
15. Editor Extensions and Immediate Mode GUI(IMGUI)
16. Working with External Resource Files and Devices
17. Working with Plain Text, XML, and JSON Text Files
18. Virtual Reality and Extra Features
1. Displaying Data with Core UI Elements
Introduction
Core GameObjects, components, and concepts relating to Unity UI development include:
- Canvas
- EventSystem
- Visual UI controls
- The Rect Transform component
Displaying a "Hellow World" UI text message
https://docs.unity3d.com/Manual/StyledText.html
Displaying a digital clock
Displaying a digital countdown timer
https://docs.unity3d.com/ScriptReference/RequireComponent.html
Create a message that fades away
Displaying a perspective 3D Text Mesh
https://docs.unity3d.com/Manual/class-TextMesh.html
Creating sophisticated text with TextMeshPro
http://digitalnativestudios.com/textmeshpro/docs/rich-text/
Displaying an image
Creating UIs with the Fungs open source dialog system
Creating a Fungus character dialog with images
https://github.com/snozbot/fungus
http://fungusdocs.snozbot.com/conversation_system.html
2. Responding to User Events for Interactive UIs
Introduction
Creating UI Buttons to move between scenes
Animating button properties on mouse-over
https://www.raywenderlich.com/6569-introduction-to-unity-ui-part-2
Organizing image panels and channing panel depths via buttons
Displaying the value of an interactive UI Slider
Displaying a countdown timer graphically with a UI Slider
Setting custom mouse cursors for 2D and 3D GameObjects
Setting custom mouse cursors for UI controls
Interactive text entry with an Input Field
https://docs.unity3d.com/Manual/script-InputField.html
Toggles and radio buttons via Toggle Groups
Creating text and image icon UI Dropdown menus
https://docs.unity3d.com/Manual/script-Dropdown.html
Displaying a radar to indicate the relative locations of objects
https://docs.unity3d.com/ScriptReference/Physics.Raycast.html
3. Inventory UIs
Introduction
Creating a simple 2D mini-game-SpaceGril
Displaying single object pickups with carrying and not-carrying text
Displaying single object pickups with carrying and not-carrying icons
Displaying multiple pickups of the same object with multiple status icons
Using panels to visually outline the inventory UI area and individual items
Creating a C# inventory slot UI display scripted component
Using UI Grid Layout Groups to automatically populate a panel
Displaying multiple pickups of different objects as a list of text via a dynamic List<> of scripted PickUp objects
Displaying multiple pickups of different objects as text totals via a dynamic Dictionary<> of PickUp objects and enum pickup types
https://learn.unity.com/tutorial/lists-and-dictionaries
4. Playing and Manipulating Sounds
Introduction
Playing different one-off sound effects with a single AudioSource component
Playing and controlling different sounds each with their own AudioSouce component
Creating just-in-time AudioSource components at runtime through C# scripting
Delaying before playing a sound
Preventing an Audio Clip from restarting if it is already playing
Waiting for the audio to finish playing before auto-destructing an object
Creating a metronome through the precise scheduling of sounds with dspTime
Matching the audio pitch to the animation speed
Simulating acoustic environments with Reverb Zones
Adding volume control with Audio Mixers
Making a dynamic soundtrack with Snapshots
Balancing in-game audio with Ducking
Audio visualization from sample specdtral data
Synchronizing simultaneous and sequential music to create a simple 140 bpm music-loop manager
5. Creating Textures, Maps, and Materials
Introduction
Creating a basic material with Standard Shader (Specular setup)
Adapting a basic material from Specular setup to Metallic
Applying Normal maps to a Material
Adding Transparency and Emission maps to a material
Highlighting materials at mouse-over
Adding Detail maps to a material
Fading the transparency of a material
6. Shader Graphs and Video Players
Introduction
Playing videos by manually adding a VideoPlayer component to a GameObject
Using scripting to control video playback on scene textures
Using scripting to play a sequence of videos back-to-back
Creating and using a simple Shader Graph
Creating a glow effect with Shader Graph
Toggling a Shader Graph color glow effect through C# code
7. Using Cameras
Introduction
Creating the basic scene for this chapter
Creating a picture-in-picture effect
Swithcing between multiple cameras
Making textures from screen content
Zooming a telescopic camera
Displaying a minimap
Creating an in-game surveillance Camera
Working with Unity's multi-purpose camera rig
Using Cinemachine ClearShot to switch cameras to keep the player in shot
Letting the player switch to a Cinemachine FreeLook camera
8. Lights and Effects
Introduction
Directional Light with cookie Texture to simulate a cloudy day
Creating and applying a cookie texture to as spotlight
Adding a custom Reflection map to a scene
Creating a laser aim with a projector
Enhancing the laser aim with a Line Renderer
Setting up an environment with Procedural Skybox and Directional Light
Reflecdting surrounding objects with Reflection Probes
Using Material Emission to bake light from a glowing lamp onto scene objects
Lighting a simple scene with Lightmaps and Light Probes
9. 2D Animation
Introduction
Flipping a sprite horizontally - the DIY approachj
Flipping a sprite horizontally - using Animator State Chart and Transitions
Animating body parts for character movement events
Creating a three-frame animation clip to make a platform continually animate
Making a platform start falling once stepped on using a Trigger to move animation from one state to another
Creating animation clips from sprite sheet sequences
Creating a platform game with Tiles and Tilemaps
Creating a game with the 2D Gamekit
10. 3D Animation
Introduction
Configuring a character's Avatar and idle animation
Moving your character with root motion and Blend Trees
Mixing animations with Layers and Masks
Organizing States into Sub-state Machiners
Transforming the Character Controller vias scripts
Adding rigid props to animated characters
Using Animation Events to throw an object
Applying Ragdoll physics to a character
Rotating the character's torso to aim a weapon
Creating geometry with Probuilder
Creating a game with the 3D Gamekit
Importing third-party 3D models and animations from Mixamo
11. Webserver Communication and Online Version-Control
Introduction
Setting up a leaderboard using PHP and a database
Unity game communication with web-server leaderboard
Creating and cloning a GitHub respository
Adding a Unity project to a local Git respository, and pushing files up to GitHub
Unity project version-control using GitHub for Unity
Preventing your game from running on unknown servers
12. Controlling and Choosing Positions
Introduction
Player control of a 2D GameObject (and limiting the movement within a rectangle)
Player control of a 3D GameObject (and limiting the movement within a rectangle)
Choosing destinations - finding a random spwan point
Choosing destinations - finding the nearest spawn point
Choosing destinations - respawning to the most recently passed checkpoint
Moving objects by clicking on them
Firing projectiles in the direction of movement
13. Navigation Meshes and Agents
Introduction
NPC to travel to destination while avoiding obstacles
NPC to seek or flee from a moving object
Point-add-click move to object
Point-and-click move to die
Point-and-click Raycast with use-defined higher-cost Navigation Areas
NPC NavMeshAgent to follow waypoints in a sequence
Controlling object group movement through flocking
Creating a movable NavMesh Obstacle
14. Design Patterns
Introduction
State-driven behavior DIY states
State-driven behavior using the State Design Pattern
State-driven behavior with Unity Scriptable Objects
Publisher-Subscriber pattern C# delegates and events
Model-View-Controller (MVC) pattern
15. Editor Extensions and Immediate Mode GUI(IMGUI)
Introduction
Menu items to log messages and clear the console
Displaying a panel with text data
An interactive panel with persistent storage
Creating GameObjects parenting, and registering Undo actions
Working with selected objects and deactivating menu items
Menu item to create 100 randomly positioned prefab clones
A progress bar to display proportion completed of Editor extension processing
An editor extension to allow pickup type (and parameters) to be changed at design time via a custom Inspector UI
An editor extension to have an object-creator GameObject, with buttons to instantiate different pickups at cross-hair object location in scene
Extensible class-based code architecture to manage complex IMGUIS
16. Working with External Resource Files and Devices
Introduction
Loading external resource files - using Unity Default Resources
Loading external resource files by manually storing files in the Unity Resources or StreamingAssets folders
Saving Project files into Unity Asset Bundles
Loading resources from Unity Asset Bundles
17. Working with Plain Text, XML, and JSON Text Files
Introduction
Loading external text files using the TextAsset public variable
Loading external text files using C# file streams
Saving external text files with C# file streams
Loading and parsing external XML
Creating XML text data manually using XMLWritter
Saving and loading XML text data automatically through serialization
Creating JSON strings from individual objects and list of objects
Creating individual objects and Lists of objects from JSON strings
18. Virtual Reality and Extra Features
Introduction
Saving screenshots from the game
Saving and loading player data - using static properties
Saving and loading player data - using PlayerPrefs
Loading game data from a text file map
UI Slider to change game quality settings
Pausing the game
Implementing show motion
Using Gizmo to show the currently selected object in a scene panel
Editor snap-to grid drawn by Gizmo
Create a VR project
Adding 360-degree videos to a VR project
Working with VR content inside a VR environment - the XR Editor
19. Automated Testing
Introduction
Generating a default test script class
A simple unit test
Paramererizing tests with a data provider method
Unit testing a simple health script class
Creating and executing a unit test in Play mode
PlayMode testing a door animation
PlayMode and Unit Testing a player health bar with events, logging, and exceptions
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