Index
A
B
C
- C# Lists and Dictionaries
- CalculateBlipPosition(
) method / The CalculateBlipPosition(…) method
- cameras
- Canvas render modes
- CaptureScreenshot() function / There's more...
- character
- moving, with Root Motion / Moving your character with root motion and Blend Trees, How to do it..., How it works..., There's more...
- moving, with Blend Trees / Moving your character with root motion and Blend Trees
- Ragdoll physics, applying / Applying Ragdoll physics to a character, How to do it...
- torso, rotating / Rotating the character's torso to aim a weapon, How to do it..., How it works...
- character controller
- character movement events
- CheckDeath() method / How it works...
- checkpoint / Choosing destinations – respawn to the most recently passed checkpoint
- childing / How to do it...
- Chorus / Playing with Audio Production
- cloudy outdoor environment
- cohesion / How it works...
- component lookups
- computations
- Controller / How it works..., How to do it...
- coroutine method / How it works..., How it works...
- coroutines
- countdown timer
- CrazyBum
- CreatePrefabIInstance (
) method / How it works...
- CreateRandomInstance() method / How it works...
- CreateRow(
) method / How it works...
- Cubemap / How it works...
- custom mouse cursor images
- custom Reflection map
- Cutout / How to do it...
D
- 2D GameObject
- 2D sprite controlled game
- 3D cube controlled game
- 3D GameObject
- 3D sounds / The big picture
- 3D Studio Max
- delegates and events
- design-time / Introduction
- Design-time / How it works...
- Detail maps
- di-graph (directed graph)
- Digital Audio Workstations (D.A.W) / The big picture
- digital clock
- digital countdown timer
- Directional Light
- Distortion / Playing with Audio Production
- Distributed Version Control Systems (DVCS)
- Do-It-Yourself (DIY) / Getting ready
- Do-It-Yourself performance profiling
- DrawBlip() method / The DrawBlip() method
- Draw Call Batching
- Ducking
- dynamic batching
- dynamic Dictionary<>
E
- Editor extension
- about / Introduction
- creating, for changing pickup type / An editor extension to allow pickup type (and parameters) to be changed at design time via a custom Inspector UI, How to do it..., How it works..., There's more...
- pickup parameters, custom editing / Offer the custom editing of pickup parameters via Inspector
- drop-down list of tags, adding to key-pickup / Offer a drop-down list of tags for key-pickup to fit via Inspector
- keys based on fitsLockTag, using / Logic to open doors with keys based on fitsLockTag
- [SerializeField], adding / The need to add [SerializeField] for private properties
- Unity documentation, URL / Learn more from the Unity documentation
- used, for adding 100 randomly located copies of prefab / An editor extension to add 100 randomly located copies of a prefab with one menu click, Getting ready, How to do it..., How it works...
- new GameObject, childing to single parent / Child each new GameObject to a single parent, to avoid filling up the Hierarchy with 100s of new objects
- completed progress, displaying with progress bar / A progress bar to display proportion completed of Editor extension processing, How to do it..., How it works...
- object-creator GameObject, creating / An editor extension to have an object-creator GameObject, with buttons to instantiate different pickups at cross-hair object location in scene, How to do it..., How it works..., Conclusion
- references / Conclusion
- Elegant Themes / The big picture
- Enlighten / Introduction
- environment
- Events / How it works...
- EventSystem / How it works...
- EventSystem GameObject / The big picture
- external resource files
- loading, with Unity Default Resources / Loading external resource files – using Unity Default Resources, How to do it..., There's more...
- loading, by file downloading from Internet / Loading external resource files – by downloading files from the Internet, How it works...
- Texture, converting to Sprite / Converting from Texture to Sprite
- text file, downloading from Web / Downloading a text file from the Web
- WWW class / The WWW class and the resource contents
- resource contents / The WWW class and the resource contents
- loading, by manual files storage / Loading external resource files – by manually storing files in the Unity Resources folder, How to do it..., How it works...
- cross-platform problems, avoiding with Path.Combine() method / Avoiding cross-platform problems with Path.Combine() rather than "/" or ""
F
G
H
I
- Idle animation
- image
- in-game surveillance camera
- Inspector window
- Interaction UI controls / The big picture
- interactive UI Slider value
- inventory items
K
L
- laser aim
- Layers and Masks
- leaderboard
- Lighting window
- Lightmaps
- Light Probes
- lights
- light sources
- Line Renderer
- LOD groups
- low coupling / How it works...
M
- Magic Wand Tool / How to do it...
- Main Camera / The big picture
- Mari
- material
- creating, with Standard Shader (Specular Setup) / Creating a basic material with Standard Shader (Specular setup), How to do it..., How it works...
- Normal maps, adding / Applying Normal maps to a material, How to do it..., How it works..., There's more...
- transparency, adding / Adding Transparency and Emission maps to a material, How to do it..., How it works...
- color emission, adding / Getting ready, How to do it..., How it works...
- texture maps, using with Transparent Mode / Using texture maps with Transparent Mode
- semi-transparent objects issues, avoiding / Avoiding issues with the semi-transparent objects
- light, emitting over objects / Emitting light over other objects
- highlighting, at mouse over / Highlighting materials at mouse over, How to do it...
- Detail maps, adding / Adding Detail maps to a material, How to do it..., How it works...
- maximum and minimum FPS
- Mecanim
- Mecanim system
- Metallic workflow / Introduction
- methods
- mini-map
- Mixamo
- Model-View-Controller (MVC) / The separation of view logic
- Motion Blur
- Move state / How it works...
- multiple cameras
- multiple object pickups
- multiple pickups, of same object
- multiple pickups of different objects
- Multipurpose Camera Rig / The big picture
- mutually-exclusive radio buttons
N
O
P
- Paladin Studios
- panel / The big picture
- panel depths
- panels
- performance bottlenecks
- performance Profiler
- perspective 3D text message
- Photoshop plug-in
- PHP/MySQL
- Physically-Based Rendering
- Physically-Based Shaders / Introduction
- physics engine
- Picol / The big picture
- picture-in-picture effect
- player data
- saving, with static properties / Saving and loading player data – using static properties, How to do it..., How it works...
- loading, with static properties / Saving and loading player data – using static properties, How to do it..., How it works...
- score, hiding / Hiding the score before the first attempt completed
- references / See also
- loading, with PlayerPrefs / Saving and loading player data – using PlayerPrefs, Getting ready, How to do it..., How it works...
- saving, with PlayerPrefs / Saving and loading player data – using PlayerPrefs, How to do it..., How it works...
- PlayerPrefs
- PlayerPrefs class
- PNG format / Creating and saving texture maps
- Point Light Cookies
- premature optimization
- ProBuilder 2.0 / Getting ready
- Procedural Skybox
- Procedural Skyboxes
- ProCore
- progress bar
- Projector
- ProTools / The big picture
- PSD format / Creating and saving texture maps
- publish-subscribe design pattern (pubsub) / Improving efficiency with delegates and events and avoiding SendMessage!
Q
- QualitySettings
- Quixel DDO
- Quixel NDO
R
S
- screen content
- scripted methods
- script efficiency
- Shader / Dynamic batching
- Shader Calibration Scene / Unity samples and documentation
- Shader Reference
- sibling depth / Organizing images inside panels and changing panel depths via buttons
- simple scene
- single object pickups
- displaying, with carrying text / Displaying single object pickups with carrying and not-carrying text, How to do it..., How it works...
- displaying, with not-carrying text / Getting ready, How to do it..., How it works...
- View logic separation / The separation of view logic
- displaying, with carrying icon / Displaying single object pickups with carrying and not-carrying icons, How to do it..., How it works...
- displaying, with not-carrying icon / Displaying single object pickups with carrying and not-carrying icons, How to do it..., How it works...
- slow motion effect
- Smoothness maps / Specular workflow, The metallic workflow
- snapshots
- SourceTree
- Space-Time Tradeoff
- SpaceGirl game
- spawn points
- Specular Setup workflow / Introduction
- Spot Light cookies
- sprite
- sprite sheet
- Standard Shader (Specular Setup)
- Start() method / The Start() method
- state-driven behavior
- State Design Pattern
- State Pattern
- static batching
- static properties
- stretched image
- Sub-State Machines
- substance files / Creating and saving texture maps
- Substance Painter
- surrounding objects
- Swarm class
- SwitchCamera function / How it works...
T
U
- UI Buttons
- UI development
- UI Grid Layout Groups
- UIs
- UI Slider
- Unity
- Unity 2D
- Unity 2D platformer
- Unity 5
- Unity 5 UI / The big picture
- Unity Cloud
- Unity Cloud Build
- Unity Default Resources
- Unity New GUI tutorial
- Unity project code
- managing, with Git version control / Managing Unity project code using Git version control and GitHub hosting, Getting ready, How to do it..., How it works..., There's more...
- managing, with GitHub hosting / Managing Unity project code using Git version control and GitHub hosting, How to do it..., How it works..., There's more...
- Distributed Version Control Systems (DVCS) / Learn more about Distributed Version Control Systems (DVCS)
- command line, using / Using the command line rather than Git-client application
- Unity Sprite Editor
- Unity tags
- Update() method / The Update() method
- UpdateScoreText class / How it works...
- UpdateStarText() method / How it works..., How it works...
- UpdateTimeDisplay() method / How it works...
- user interaction Input Field
- User interaction Toggles
- User Interface (UI) element
- User Interface (UI) elements / Introduction
- UV channels / How to do it...
V
W
- walkable parts / How to do it...
- water platform block
- WayPoint class
- waypoints
- WWW class
Y
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