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
Unity 2018 Cookbook (Matt Smith 著)的更多相关文章
- Unity 2018.2.8 旧版本安装包和破解软件
声明:本文所提供的所有软件均来自于互联网,仅供个人研究和学习使用,请勿用于商业用途,下载后请于24小时内删除,请支持正版! 最近Unity官网下载的旧版本,都无法正常破解.此链接有之前下载的离线安装包 ...
- Getting.Started.with.Unity.2018.3rd.Edition
Getting Started with Unity 2018 - Third Edition: A Beginner's Guide to 2D and 3D game development wi ...
- Hands-On Unity 2018 x 移动游戏开发教程
Hands-On Unity 2018 x Game Development for Mobile 使用Unity 2018.2创建具有出色游戏功能的精彩游戏 想学习在Unity制作游戏,但不知道 ...
- Unity 2018中的图形渲染
https://mp.weixin.qq.com/s?__biz=MzU5MjQ1NTEwOA==&mid=2247490249&idx=1&sn=d86083e33d9884 ...
- Unity 2018 Artificial Intelligence Cookbook Second Edition (Jorge Palacios 著)
https://github.com/PacktPublishing/Unity-2018-Artificial-Intelligence-Cookbook-Second-Edition 1 Beha ...
- Unity 2018 By Example 2nd Edition
Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unit ...
- Unity 2018 Game Development in 24 Hours Sams Teach Yourself 3rd Edition
最新的Unity2018自学教材,如果新入坑Unity,直接从2018开始看吧! 点击下载提取码:tngj
- 将 Unity5.3 的老项目升级到 Unity 2018.3 遇到的些许问题。
删除 ParticleEmmiter 等废弃的接口: 删除 WindowsSecurityContext System.Security.Principal.WindowsIdentity 在 .Ne ...
- Unity 2018 version class.jar path
{ C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\mono\Release\Classes }
随机推荐
- centos安装nodejs并配置生产环境,基于pm2
安装nodejs和yarn的命令: curl --silent --location https://dl.yarnpkg.com/rpm/yarn.repo | sudo tee /etc/yum. ...
- 深入理解typescript的Functions
Functions Introduction # Functions are the fundamental building block of any application in JavaScri ...
- 分布式SQL数据库中部分索引的好处
在优锐课的java学习分享中,探讨了分布式SQL数据库中部分索引的优势,并探讨了性能测试,结果等. 如果使用局部索引而不是常规索引,则在可为空的列上(其中只有一小部分行的该列不具有空值),然后可以大大 ...
- Dubbo 一些你不一定知道但是很好用的功能
dubbo功能非常完善,很多时候我们不需要重复造轮子,下面列举一些你不一定知道,但是很好用的功能: 直连Provider 在开发及测试环境下,可能需要绕过注册中心,只测试指定服务提供者,这时候可能需要 ...
- SQL Server查询某个表被哪些存储过程调用
问题描述: 今天有个同事问到如何查询某个表被哪些存储过程调用, 然后同事说可以用SQL search查询,自己试了一下确实可以 sqlsearch下载说明地址:https://www.cnblogs. ...
- JVM GC系列 — GC收集器
一.前言 前文学习了各种GC回收算法,掌握了GC回收的原理,但是真正的GC实现却尤为复杂,本篇文章将主要介绍各种GC收集器. 目前主流的HotSpot VM支持多种虚拟机,这些虚拟机也体现了GC的发展 ...
- oracle学习笔记(二十一) 程序包
程序包 之前我们调用的dbms_output.put_line(''),dbms_output就是一个程序包 程序包创建语法 1. 声明程序包 --声明程序包中的过程,函数,自定义的类型 --程序包里 ...
- Docker开启Remote API 访问 2375端口
Docker常见端口 我看到的常见docker端口包括: 2375:未加密的docker socket,远程root无密码访问主机2376:tls加密套接字,很可能这是您的CI服务器4243端口作为h ...
- CSS3 新增选择器
CSS3 新增选择器 结构(位置)伪类选择器(CSS3) :first-child :选取属于其父元素的首个子元素的指定选择器 :last-child :选取属于其父元素的最后一个子元素的指定选择器 ...
- 查找发布地图的 REST URL并查询相关信息
1.登录ArcGIS Server Manager 2.登录后,里面是以前自己发布的地图服务 3.点击自己发布的地图,然后按下功能选项,再点击箭头来找到URL 4.点击进去,分别能从红圈中找到相关的信 ...