How to cheat in Unity 5 tips and tricks for game development

Looking to become more efficient using Unity? How to Cheat in Unity 5 takes a no-nonsense approach to help you achieve fast and effective results with Unity 5. Geared towards the intermediate user, HTC in Unity 5 provides content beyond what an introductory book offers, and allows you to work more...

Full description

Bibliographic Details
Other Authors: Thorn, Alan., author (author)
Format: eBook
Language:Inglés
Published: Burlington, Mass. : Focal Press 2016.
Edition:1st edition
Subjects:
See on Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629569106719
Table of Contents:
  • ""Cover""; ""Half Title""; ""Title Page""; ""Copyright Page""; ""Table of Contents""; ""Introduction""; ""1 Editor Cheats""; ""1.1 Working with Components""; ""1.2 Working with the Object Inspector""; ""1.3 Working with Viewports""; ""1.4 Customizing the Editor""; ""1.5 Editor Logging""; ""1.6 Networking Issues""; ""1.7 External Image Editor""; ""2 Asset and Importing Cheats""; ""2.1 Native versus Exported Mesh Formats""; ""2.2 FBX Scale Fix""; ""2.3 Mesh, Materials, and Importing""; ""2.4 Texture Sizes and Cross-Platform Design""; ""2.5 Assets and Run-Time Loading""
  • ""2.6 Organizing and Searching Assets""""2.7 Level of Detail (LOD)""; ""2.8 Alpha Textures""; ""2.9 Assets and Dependencies""; ""2.10 Formats, Sizes, and Compression""; ""3 Scene, Component, and GameObject Cheats""; ""3.1 The Power of Empties""; ""3.2 SendMessage and BroadcastMessage""; ""3.3 Empties and Visibility""; ""3.4 Snapping and Rounding""; ""3.5 Searching and Tagging""; ""3.6 Object Sorting in the Hierarchy Panel""; ""3.7 Lines with the Line Renderer""; ""3.8 Procedural Geometry""; ""3.9 Camera Frustum Drawing""; ""3.10 First-Person Mesh Renderer""
  • ""3.11 Filling the Screen with Color""""4 Animation and Time""; ""4.1 DeltaTime""; ""4.2 Coroutines and Yield""; ""4.3 Animation Clips and Events""; ""4.4 Animation Curves""; ""4.5 Animating UVs""; ""4.6 Pausing a Game""; ""4.7 FixedUpdate versus Update versus LateUpdate""; ""4.8 Importing Animated Meshes""; ""4.9 Shape Keys""; ""5 Persistence and Accessibility""; ""5.1 Player Preferences""; ""5.2 XML and Binary Files: Serialization""; ""5.3 JSON Parsing""; ""5.4 Transferring Data between Scenes-with GameObjects""; ""5.5 Transferring Data between Scenes-with Scenes""
  • ""5.6 Global Functionality with Singletons""""5.7 Handling Errors with Log Files""; ""5.8 Validating Data""; ""6 Cameras, Rendering, and Lighting""; ""6.1 Camera Depth""; ""6.2 Split-Screen Games""; ""6.3 Render Textures""; ""6.4 Orthographic Cameras""; ""6.5 Camera Shaking""; ""6.6 Reflections and Reflection Probes""; ""6.7 Lighting and Maps""; ""6.8 Light Probes""; ""7 Coding and MonoDevelop Tricks""; ""7.1 Caching""; ""7.2 Code Commenting and Organization""; ""7.3 Attributes""; ""7.4 Platform-Dependent Compilation and Global Defines""; ""7.5 Working with Events""
  • ""7.6 MonoDevelop: Refactoring Variables and Functions""""7.7 MonoDevelop: Quick Navigation and Tasks""; ""7.8 MonoDevelop: Code Readability""; ""8 Performance and Optimization""; ""8.1 Rendering Statistics: The Stats Panel""; ""8.2 Draw Calls and Batching""; ""8.3 Avoid Reflection: Event Systems""; ""8.4 Use Atlas Textures""; ""8.5 Optimizing Meshes""; ""8.6 MipMaps""; ""8.7 Miscellaneous Rendering Optimizations""; ""8.8 Shader Complexity""; ""8.9 Updates and Coroutines""; ""8.10 FixedUpdate and Time Steps""; ""8.11 Static and Dynamic Arrays""; ""8.12 Audio""
  • ""9 Physics, Collisions, and Pathfinding""