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Unity 5.x Cookbook

You're reading from   Unity 5.x Cookbook More than 100 solutions to build amazing 2D and 3D games with Unity

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Product type Paperback
Published in Oct 2015
Publisher Packt
ISBN-13 9781784391362
Length 570 pages
Edition 1st Edition
Languages
Tools
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Toc

Table of Contents (20) Chapters Close

Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Core UI – Messages, Menus, Scores, and Timers FREE CHAPTER 2. Inventory GUIs 3. 2D Animation 4. Creating Maps and Materials 5. Using Cameras 6. Lights and Effects 7. Controlling 3D Animations 8. Positions, Movement and Navigation for Character GameObjects 9. Playing and Manipulating Sounds 10. Working with External Resource Files and Devices 11. Improving Games with Extra Features and Optimization 12. Editor Extensions Index

Index

A

  • AccelRocket() function / Accessing the function from other scripts
  • acoustic environments
    • simulating, with Reverb Zones / Simulating acoustic environments with Reverb Zones, How to do it..., How it works...
    • Audio Reverb Zone component, attaching / Attaching the Audio Reverb Zone component to Audio Sources
  • active objects
    • reducing, by making objects inactive / Reducing the number of active objects by making objects inactive whenever possible, How to do it..., How it works..., See also
  • Add Event feature / Using Animation Events to throw an object
  • AddObjectToScene(…) method / How it works...
  • Albedo map
    • about / Specular workflow, The metallic workflow
  • alignment / How it works...
  • Allegorithmic
    • URL / Introduction
  • Alpha Cutoff / How to do it...
  • analogue clock
    • displaying, URL / The Unity tutorial for animating an analogue clock
  • animated characters
    • rigid props, adding / Adding rigid props to animated characters, How to do it..., How it works...
  • animation clip
    • about / How it works...
  • animation clips
    • creating, from sprite sheet sequences / Creating animation clips from sprite sheet sequences, Getting ready, How to do it..., How it works...
  • Animation Events
    • used, for throwing object / Using Animation Events to throw an object, Getting ready, How to do it..., How it works...
    • about / Using Animation Events to throw an object, How to do it...
  • Animation Layers
    • URL / There's more...
  • Animation panel
    • about / Using Animation Events to throw an object
  • animations
    • mixing, with Layers and Masks / Mixing animations with Layers and Masks, How to do it..., How it works...
  • animation speed
    • audio pitch, matching to / Matching the audio pitch to the animation speed, How to do it..., How it works...
  • animation states
    • organizing, into Sub-State Machines / Organizing States into Sub-state Machines, How to do it...
  • Animation view
    • URL / How it works...
  • Animator Controller
    • about / How it works...
    • URL / There's more...
  • Animator Controllers
    • URL / How it works...
  • Animator system / Configuring a character's Avatar and idle animation
  • Apache / Getting ready
  • Artificial Intelligence
    • flocking / Learn more about flocking Artificial Intelligence
  • Artificial Intelligence (AI) / Introduction
  • Asset Store
    • URL / The big picture
  • audio clip
    • preventing, from restart / Preventing an Audio Clip from restarting if it is already playing, How to do it..., How it works...
    • linking, with automatic destruction of object / Waiting for audio to finish playing before auto-destructing an object, How to do it..., How it works...
  • Audio Listener / The big picture
  • Audio Mixers
    • used, for adding volume control / Adding volume control with Audio Mixers, How to do it..., How it works...
    • Audio Production, playing with / Playing with Audio Production
  • audio pitch
    • matching, to animation speed / Matching the audio pitch to the animation speed, How to do it..., How it works..., There's more...
    • Animation/Sound Ratio, changing / Changing the Animation/Sound Ratio
    • functions, accessing from other scripts / Accessing the function from other scripts
  • Audio Source component / The big picture
  • Avatar Body Masks
    • URL / There's more...
  • Avatar skeleton
    • configuring / How to do it..., How it works...
  • Awake() method / How it works...

B

  • Basic Controller component / How to do it...
  • Bitbucket
    • URL / Using Bitbucket and SourceTree
  • Bitmap2Material
    • URL / There's more..., Tools
  • Blender
    • URL / Reduce the need for textures by vertex painting
  • Blend Trees
    • used, for moving character / Moving your character with root motion and Blend Trees, How to do it..., How it works...
    • URL / There's more...
  • BuildMaze(…) method / How it works...

C

  • C# Lists and Dictionaries
    • URL / How it works...
  • CalculateBlipPosition(…) method / The CalculateBlipPosition(…) method
  • cameras
    • customizing / The big picture
    • URL / The big picture
  • Canvas render modes
    • Screen Space - Overlay / The big picture
    • Screen Space - Camera / The big picture
    • World Space / The big picture
  • 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
    • transforming, via script / Transforming the Character Controller via script, How to do it..., How it works...
  • character movement events
    • body parts, animating / Animating body parts for character movement events, How to do it..., How it works...
  • 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
    • simulating, with lights / Using lights and cookie textures to simulate a cloudy day, Getting ready, How to do it..., There's more...
    • simulating, with cookie textures / Using lights and cookie textures to simulate a cloudy day, How to do it..., There's more...
    • Spot Light cookies, creating / Creating Spot Light cookies
    • Point Light Cookies, creating / Creating Point Light Cookies
  • cohesion / How it works...
  • component lookups
    • caching, for code performance improvement / Cache GameObject and component references to avoid expensive lookups, How to do it...
    • AverageDistance calculation / Method 1 – AverageDistance calculation
    • cache array of Respawn object transforms / Method 2 – Cache array of Respawn object transforms
    • cache reference to Player transform / Method 3 – Cache reference to Player transform
    • Cache Player’s Vector3 position / Method 4 – Cache Player's Vector3 position
    • cache reference to SimpleMath component / Method 5 – Cache reference to SimpleMath component
    • Cache array of sphere Vector3 positions / Method 6 – Cache array of sphere Vector3 positions, How it works...
  • computations
    • spreading, over several frames with coroutines / Spreading long computations over several frames with coroutines, How to do it..., How it works...
    • Unity log text files, retrieving / Retrieving the complete Unity log text files from your system
  • Controller / How it works..., How to do it...
  • coroutine method / How it works..., How it works...
  • coroutines
    • about / Executing methods regularly but independent of frame rate with coroutines
    • using / Have different actions happening at different intervals
    • used, for spreading computations over several frames / Spreading long computations over several frames with coroutines, How to do it..., How it works...
    • URL / Spreading long computations over several frames with coroutines
  • countdown timer
    • displaying, graphically with UI Slider / Displaying a countdown timer graphically with a UI Slider, How to do it..., How it works...
  • CrazyBum
    • URL / There's more...
  • CreatePrefabIInstance (…) method / How it works...
  • CreateRandomInstance() method / How it works...
  • CreateRow(…) method / How it works...
  • Cubemap / How it works...
  • custom mouse cursor images
    • setting / Setting custom mouse cursor images, How to do it..., There's more...
    • for mouse over UI controls / Custom cursors for mouse over UI controls
  • custom Reflection map
    • adding, to scene / Adding a custom Reflection map to a scene, How to do it...
    • coordinates, mapping / Mapping coordinates
    • sharp reflections / Sharp reflections
    • maximum size / Maximum size
  • Cutout / How to do it...

D

  • 2D GameObject
    • player control / Player control of a 2D GameObject (and limiting the movement within a rectangle)
  • 2D sprite controlled game
    • creating / How to do it..., How it works...
  • 3D cube controlled game
    • creating / How to do it..., How it works...
  • 3D GameObject
    • player control / Player control of a 3D GameObject (and limiting the movement within a rectangle)
  • 3D sounds / The big picture
  • 3D Studio Max
    • URL / Reduce the need for textures by vertex painting
  • delegates and events
    • used, for improving efficiency / Improving efficiency with delegates and events and avoiding SendMessage!, How to do it..., How it works...
    • SendMessage(…) method, avoiding / Improving efficiency with delegates and events and avoiding SendMessage!, How to do it..., How it works...
    • about / Improving efficiency with delegates and events and avoiding SendMessage!
    • URL / How it works...
  • design-time / Introduction
  • Design-time / How it works...
  • Detail maps
    • adding, to material / Adding Detail maps to a material, How to do it..., How it works...
  • di-graph (directed graph)
    • about / Increased flexibility with a WayPoint class
  • Digital Audio Workstations (D.A.W) / The big picture
  • digital clock
    • displaying / Displaying a digital clock, How to do it..., How it works...
    • analogue clock nimation, with Unity tutorial / The Unity tutorial for animating an analogue clock
  • digital countdown timer
    • displaying / Displaying a digital countdown timer, How to do it..., How it works...
  • Directional Light
    • used, for setting up environment / Setting up an environment with Procedural Skybox and Directional Light, How to do it..., How it works...
  • Distortion / Playing with Audio Production
  • Distributed Version Control Systems (DVCS)
    • about / The big picture
    • URL / Learn more about Distributed Version Control Systems (DVCS)
  • Do-It-Yourself (DIY) / Getting ready
  • Do-It-Yourself performance profiling
    • used, for identifying performance bottlenecks / Identifying performance "bottlenecks" with Do-It-Yourself performance profiling, How it works..., See also
  • DrawBlip() method / The DrawBlip() method
  • Draw Call Batching
    • URL / Information sources about reducing textures and materials
  • Ducking
    • about / Balancing in-game audio with Ducking
    • used, for balancing in-game audio / Balancing in-game audio with Ducking, How to do it..., How it works...
    • applying, to soundtrack / How to do it...
  • dynamic batching
    • about / Improving performance through reduced draw calls by designing for draw call batching
    • implementing / Dynamic batching
  • dynamic Dictionary<>
    • multiple pickups of different objects, displaying via / How to do it..., How it works...

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
    • setting up, with Procedural Skybox / Setting up an environment with Procedural Skybox and Directional Light, How to do it...
    • setting up, with Directional Light / Setting up an environment with Procedural Skybox and Directional Light, How to do it...
  • 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

  • fading image
    • displaying / Creating a message that fades away, How it works...
  • Field of View (FOV) / The big picture
  • FindAndDisplayBlipsForTag(…) method / The FindAndDisplayBlipsForTag(…) method
  • flags / How it works...
  • Flange / Playing with Audio Production
  • FleeFromTarget(…) method / Constantly update NavMeshAgent destination to flee away from Player's character current location
  • FPS
    • about / Evaluating performance by measuring max and min frame rates (FPS), How it works...
    • URL / Getting ready
    • processing, reduction by runtime display turn off / Turn off runtime display to reduce FPS processing
  • Freepik / The big picture
  • Fungus open source dialog system
    • about / Creating UIs with the Fungus open-source dialog system
    • used, for creating UIs / Creating UIs with the Fungus open-source dialog system, How to do it..., How it works...
    • URL / How to do it..., How it works...
  • Fuse / The big picture

G

  • game
    • components / The big picture
    • pausing / Pausing the game, How to do it..., How it works..., There's more...
    • QualitySettings / Learning more about QualitySettings
    • preventing, from running on unknown servers / Preventing your game from running on unknown servers, How to do it..., How it works...
    • security, improving with full URLs / Improving security by using full URLs in your domain list
    • redistribution, allowing with domains / Allowing redistribution with more domains
  • game audio
    • optimization / Game audio optimization
  • Game Managers
    • references / Sources of more about Game Managers and the State Pattern
  • GameObject / Cache GameObject and component references to avoid expensive lookups
  • GameObject.FindGameObjectsWithTag
    • URL / There's more...
  • game snapshots
    • saving / Saving screenshots from the game, How to do it...
  • GarageBand / The big picture
  • geometric primitive colliders / Physics engine optimization
  • GitHub
    • URL / Getting ready
  • GitHub hosting
    • used, for managing Unity project code / Managing Unity project code using Git version control and GitHub hosting, How to do it..., How it works...
    • URL / Managing Unity project code using Git version control and GitHub hosting, Getting ready
  • Git version control
    • used, for managing Unity project code / Managing Unity project code using Git version control and GitHub hosting, Getting ready, How to do it..., How it works...
    • URLs / Using the command line rather than Git-client application
  • Global Illumination
    • about / Introduction
    • URL / Introduction
  • Google / The big picture
  • GUI / How it works...
  • GUILayout method / Offer a drop-down list of tags for key-pickup to fit via Inspector

H

  • Heightmap
    • about / Getting ready, How it works...
    • URL / How to do it...
  • Hello World text message
    • displaying / Displaying a "Hello World" UI text message, How to do it...
    • working / How it works...
    • substrings, styling with Rich Text / Styling substrings with Rich Text
  • Horizontal Axis / How it works...

I

  • Idle animation
    • configuring / Configuring a character's Avatar and idle animation, How to do it..., How it works...
  • image
    • displaying / Displaying an image, Getting ready
  • in-game surveillance camera
    • creating / Creating an in-game surveillance camera, How to do it..., How it works...
  • Inspector window
    • using / Introduction, The big picture
  • Interaction UI controls / The big picture
  • interactive UI Slider value
    • displaying / Displaying the value of an interactive UI Slider, How to do it..., How it works...
  • inventory items
    • single items / The big picture
    • continuous item / The big picture
    • two or more of same item / The big picture
    • collection of related items / The big picture
    • collection of different items / The big picture

K

  • KeepWithinMinMaxRectangle() method / How it works...
  • KeyboardMovement() method / How it works...

L

  • laser aim
    • creating, with Line Renderer / Creating a laser aim with Projector and Line Renderer, How to do it..., How it works...
    • creating, with Projector / Creating a laser aim with Projector and Line Renderer, How to do it..., How it works...
  • Layers and Masks
    • used, for mixing animations / Mixing animations with Layers and Masks, How to do it..., How it works...
  • leaderboard
    • setting up, with PHP/MySQL / Setting up a leaderboard using PHP/MySQL, How to do it..., How it works...
    • full data, extracting as XML / Extracting the full leaderboard data as XML for display within Unity
    • securing, with secret game codes / Using the secret game codes to secure your leaderboard scripts, See also
  • Lighting window
    • about / The Lighting window
    • URL / The Lighting window
  • Lightmaps
    • URL / Lightmaps and Light Probes
    • used, for lightining simple scene / Lighting a simple scene with Lightmaps and Light Probes, How to do it..., How it works...
  • Light Probes
    • about / Introduction
    • URL / Lightmaps and Light Probes, How it works...
    • used, for lightining simple scene / Lighting a simple scene with Lightmaps and Light Probes, How to do it..., How it works...
  • lights
    • about / Lights
    • realtime modes / Lights
    • baked modes / Lights
    • intensity / Lights
    • mixed modes / Lights
    • shadow type / Lights
    • color property / Lights
    • range property / Lights
    • directional light / Lights
    • spot light / Lights
    • point light / Lights
    • area light / Lights
    • types, URL / Lights
    • environment lighting / Environment Lighting
    • emissive materials / Emissive materials
    • Projector / Projector
    • Lightmaps / Lightmaps and Light Probes
    • Light Probes / Lightmaps and Light Probes
    • Lighting window / The Lighting window
    • used, for simulating cloudy outdoor environment / Using lights and cookie textures to simulate a cloudy day, How to do it..., There's more...
  • light sources
    • creating / The big picture
  • Line Renderer
    • used, for creating laser aim / Creating a laser aim with Projector and Line Renderer, How to do it..., How it works...
  • LOD groups
    • used, for improving performance / Improving performance with LOD groups, How to do it...
    • LOD renderers adding / Adding more LOD renderers
    • LOD transitions, fading / Fading LOD transitions
  • low coupling / How it works...

M

  • Magic Wand Tool / How to do it...
  • Main Camera / The big picture
  • Mari
    • URL / Tools
  • 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
    • calculating / Evaluating performance by measuring max and min frame rates (FPS), How it works...
    • recording / Evaluating performance by measuring max and min frame rates (FPS), How to do it...
  • Mecanim
    • about / Introduction
  • Mecanim system
    • about / Introduction, The big picture, Using Animation Events to throw an object
    • using / The big picture
    • URL / There's more...
  • Metallic workflow / Introduction
  • methods
    • implementing, at regular intervals independent of frame rate / How to do it..., How it works...
  • mini-map
    • displaying / Displaying a mini-map, How to do it..., How it works...
    • narrower area, covering / Covering a wider or narrower area
    • wider area, covering / Covering a wider or narrower area
    • orientation, modifying / Changing the map's orientation
    • adapting, to other styles / Adapting your mini-map to other styles
  • Mixamo
    • about / The big picture
    • URL / The big picture
  • Model-View-Controller (MVC) / The separation of view logic
  • Motion Blur
    • adding / Adding Motion Blur
    • URL / Adding Motion Blur
  • Move state / How it works...
  • multiple cameras
    • switching between / Switching between multiple cameras, How to do it...
    • single-enabled camera, using / Using a single-enabled camera
    • switch, triggering from events / Triggering the switch from other events
  • multiple object pickups
    • icons, revealing, by changing tiled image size / Revealing icons for multiple object pickups by changing the size of a tiled image, How to do it...
  • multiple pickups, of same object
    • displaying, with text totals / Displaying multiple pickups of the same object with text totals, Getting ready, How to do it..., How it works...
    • displaying, with multiple status icons / Displaying multiple pickups of the same object with multiple status icons, How to do it..., How it works...
  • multiple pickups of different objects
    • displaying, as list of text / Displaying multiple pickups of different objects as a list of text via a dynamic List<> of PickUp objects, How to do it..., How it works...
    • alphabetic sorting of items, implementing / Order items in the inventory list alphabetically
    • displaying, as text totals / Displaying multiple pickups of different objects as text totals via a dynamic Dictionary<> of PickUp objects and "enum" pickup types, How to do it..., How it works...
  • Multipurpose Camera Rig / The big picture
  • mutually-exclusive radio buttons
    • implementing, with Toggle Group / Adding more Toggles and a Toggle Group to implement mutually-exclusive radio buttons

N

  • NavMeshAgent
    • about / NPC NavMeshAgent to seek or flee destination while avoiding obstacles
    • destination, updating to Player’s current location / Constantly updating the NavMeshAgent destination to Player's character current location
    • destination, updating to flee away from Player’s current location / Constantly update NavMeshAgent destination to flee away from Player's character current location
    • mini point-and-click game, creating / Create a mini point-and-click game
  • NavMeshes
    • using, for waypoints / More efficient to avoid using NavMeshes for waypoints
  • nDo
    • URL / There's more...
  • NetHack
    • about / Loading game data from a text file map
    • URL / Getting ready
  • Non-Player Character (NPC) / Introduction, Reducing the number of enabled objects by disabling objects whenever possible
  • NormalisedPosition(…) method / The NormalisedPosition(…) method
  • normalized value / The NormalisedPosition(…) method
  • NormalMap Online feature
    • URL / Getting ready
  • Normal maps
    • applying, to material / Applying Normal maps to a material, How to do it..., How it works...
    • about / Getting ready
    • resources / There's more...
  • NPC NavMeshAgent
    • instructing, to flee from destination / NPC NavMeshAgent to seek or flee destination while avoiding obstacles, How to do it..., How it works...
    • instructing, to follow waypoints in sequence / NPC NavMeshAgent to follow the waypoints in a sequence, Getting ready, How to do it..., How it works...

O

  • 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...
  • object group movement
    • controlling, through flocking / Controlling the object group movement through flocking, Getting ready, How to do it..., How it works...
  • object relative location
    • indicating, with radar display / Displaying a radar to indicate the relative locations of objects, How to do it...
    • Start() method, using / The Start() method
    • Update() method, using / The Update() method
    • FindAndDisplayBlipsForTag(…) method, using / The FindAndDisplayBlipsForTag(…) method
    • NormalisedPosition(…) method, using / The NormalisedPosition(…) method
    • CalculateBlipPosition(…) method, using / The CalculateBlipPosition(…) method
    • DrawBlip() method, using / The DrawBlip() method
  • objects
    • reducing, by destroying objects at runtime / Reducing the number of objects by destroying objects at death a time, How to do it...
    • destroying, after specified time / How to do it..., How it works...
    • disabling, for reducing computer processing workload requirements / Reducing the number of enabled objects by disabling objects whenever possible, How to do it..., How it works...
    • viewing, in Scene panel / Note – viewable in Scene panel still counts as visible!
    • disabling, after OnTrigger() / Another common case – only enable after OnTrigger()
  • observer design pattern / Improving efficiency with delegates and events and avoiding SendMessage!
  • on/off UI Toggle
    • displaying / How to do it...
  • OnDrawGizmos() method / How it works..., How it works...
  • OnEnable() method / How it works...
  • OnInspectorGUI() method / How it works...
  • OnTriggerEnter2D() method / How it works..., How it works...
  • OpenDoor() method / Logic to open doors with keys based on fitsLockTag
  • optimization
    • references, URLs / Sources of more wisdom about optimization
  • Orthographic mode / The big picture

P

  • Paladin Studios
    • URL / Information sources about reducing textures and materials
  • panel / The big picture
  • panel depths
    • modifying, via buttons / Organizing images inside panels and changing panel depths via buttons, Getting ready, How to do it..., Moving up or down by just one position, using scripted methods
  • panels
    • images, organizing / Organizing images inside panels and changing panel depths via buttons, How to do it...
  • performance bottlenecks
    • identifying, with performance Profiler / Identifying performance bottlenecks with the Unity performance Profiler, How to do it..., How it works...
    • identifying, with Do-It-Yourself performance profiling / Identifying performance "bottlenecks" with Do-It-Yourself performance profiling, How to do it..., See also
  • performance Profiler
    • used, for identifying performance bottlenecks / Identifying performance bottlenecks with the Unity performance Profiler, How to do it...
    • URL / Getting ready
  • perspective 3D text message
    • displaying / Displaying a perspective 3D text message, How to do it..., How it works...
    • text, making to crawl / We have to make this text crawl like it does in the movie
    • references, URL / Where to learn more
  • Photoshop plug-in
    • URL / Information sources about reducing textures and materials
  • PHP/MySQL
    • used, for setting up leaderboard / Setting up a leaderboard using PHP/MySQL, How to do it..., How it works...
    • actions / How it works...
  • Physically-Based Rendering
    • about / Introduction, Resources
    • references / Introduction, References
  • Physically-Based Shaders / Introduction
  • physics engine
    • optimization / Physics engine optimization
  • Picol / The big picture
  • picture-in-picture effect
    • creating / Creating a picture-in-picture effect, How to do it..., How it works..., There's more...
    • creating, proportional to screen’s size / Making the picture-in-picture proportional to the screen's size
    • position, modifying / Changing the position of the picture-in-picture
    • preventing, from updating on every frame / Preventing the picture-in-picture from updating on every frame
  • 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
    • used, for loading player data / Saving and loading player data – using PlayerPrefs, How to do it..., See also
    • used, for saving player data / Saving and loading player data – using PlayerPrefs, Getting ready, How it works..., See also
    • URL / How it works...
  • PlayerPrefs class
    • using / The big picture
  • PNG format / Creating and saving texture maps
  • Point Light Cookies
    • creating / Creating Point Light Cookies
  • premature optimization
    • references / Published articles that discuss premature optimization
  • ProBuilder 2.0 / Getting ready
  • Procedural Skybox
    • used, for setting up environment / Setting up an environment with Procedural Skybox and Directional Light, How to do it..., How it works...
    • sun size parameter / How it works...
    • atmosphere thickness parameter / How it works...
    • sky tint parameter / How it works...
    • ground parameter / How it works...
    • exposure parameter / How it works...
  • Procedural Skyboxes
    • about / Introduction
  • ProCore
    • URL / Getting ready
  • progress bar
    • used, for displaying Editor extension progress / A progress bar to display proportion completed of Editor extension processing, Getting ready, How it works...
  • Projector
    • URL / Projector
    • used, for creating laser aim / Creating a laser aim with Projector and Line Renderer, How to do it..., How it works...
  • 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
    • URL / See also
  • Quixel DDO
    • URL / Tools
  • Quixel NDO
    • URL / Tools

R

  • radar
    • displaying, for object relative location indication / Displaying a radar to indicate the relative locations of objects, Getting ready, How to do it..., How it works...
  • radio buttons
    • using / Toggles and radio buttons via Toggle Groups
  • Ragdoll / How to do it...
  • Ragdoll physics
    • applying, to character / Applying Ragdoll physics to a character, How to do it..., How it works...
  • Ragdoll wizard / How to do it..., How it works...
  • random spawn point
    • finding / How to do it..., How it works...
  • ReadPixel function / There's more...
  • record circle button / Animating button properties on mouse over
  • Rect Transform
    • URL / The big picture
  • Rect Transform component / The big picture
  • RectTransform extensions
    • URL / Add some help methods to the Rect Transform script class
  • reflection / Improving efficiency with delegates and events and avoiding SendMessage!
  • Reflection Probes
    • about / Introduction
    • used, for reflecting surrounding objects / Reflecting surrounding objects with Reflection Probes, How to do it..., How it works...
    • Realtime Reflection Probes / How it works...
    • baked / How it works...
    • custom / How it works...
    • URL / There's more...
  • Reflection Sources
    • about / Introduction
  • respawn position
    • creating / How to do it..., How it works...
  • Reverb Presets / Making your own Reverb settings
  • Reverb Zones
    • used, for simulating acoustic environments / Simulating acoustic environments with Reverb Zones, How to do it..., How it works...
    • Reverb settings, creating / Making your own Reverb settings
  • Rich Text
    • used, for styling substrings / Styling substrings with Rich Text
    • URL / Styling substrings with Rich Text
  • rigid props
    • adding, to animated characters / Adding rigid props to animated characters, How to do it..., How it works...
  • Root Motion
    • used, for moving character / Moving your character with root motion and Blend Trees, How to do it..., How it works...
    • applying / Transforming the Character Controller via script
  • run-time / Introduction

S

  • screen content
    • textures, making from / Making textures from screen content, How to do it..., How it works..., There's more...
    • textures, applying to material / Applying your texture to a material
    • textures, using as screenshot / Using your texture as a screenshot
  • scripted methods
    • used, for moving elements / Moving up or down by just one position, using scripted methods
  • script efficiency
    • improving, tips / More tips for improving script efficiency
  • Shader / Dynamic batching
  • Shader Calibration Scene / Unity samples and documentation
  • Shader Reference
    • URL / How to do it...
  • sibling depth
    • implementing, with Toggle Group / The big picture
    / Organizing images inside panels and changing panel depths via buttons
  • simple scene
    • lighting, with Lightmaps / Lighting a simple scene with Lightmaps and Light Probes, How to do it..., How it works...
    • lighting, with Light Probes / Lighting a simple scene with Lightmaps and Light Probes, How to do it..., How it works...
  • 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
    • implementing / Implementing slow motion, How to do it..., There's more...
    • slider, customizing / Customizing the slider
    • Motion Blur, adding / Adding Motion Blur
    • sonic ambience, creating / Creating sonic ambience
  • Smoothness maps / Specular workflow, The metallic workflow
  • snapshots
    • about / The big picture
    • used, for creating dynamic soundtracks / Making a dynamic soundtrack with Snapshots, How to do it..., How it works...
    • multiple audio clips need, reducing / Reducing the need for multiple audio clips
    • Audio File Formats, dealing with / Dealing with audio file formats and compression rates
    • compression rates, dealing with / Dealing with audio file formats and compression rates
    • applying, to background noise / Applying Snapshots to background noise
    • effects, using / Getting creative with effects, See also
  • SourceTree
    • URL / Using Bitbucket and SourceTree
  • Space-Time Tradeoff
    • about / How it works...
    • URL / How it works...
  • SpaceGirl game
    • about / Creating a simple 2D mini-game – SpaceGirl
    • creating / How to do it..., How it works...
  • spawn points
    • selecting / Choosing destinations – find the nearest (or a random) spawn point, How to do it..., How it works...
    • nearest spawn point, selecting / Choosing the nearest spawn point
    • errors, avoiding due to empty array / Avoiding errors due to an empty array
  • Specular Setup workflow / Introduction
  • Spot Light cookies
    • creating / Creating Spot Light cookies
    • URL / Creating Spot Light cookies
  • sprite
    • flipping, horizontally / Flipping a sprite horizontally, How it works...
  • sprite sheet
    • animation clips, creating from / Creating animation clips from sprite sheet sequences, Getting ready, How to do it..., How it works...
  • Standard Shader (Specular Setup)
    • about / The big picture
    • specular workflow / Specular workflow
    • Metallic workflow / The metallic workflow
    • other material properties / Other material properties
    • Normal map / Other material properties
    • occlusion map / Other material properties
    • Heightmap / Other material properties
    • emission map / Other material properties
    • samples / Unity samples and documentation
    • documentation / Unity samples and documentation
    • used, for creating basic material / Creating a basic material with Standard Shader (Specular setup), How to do it..., How it works...
    • texture type of image file, setting / Setting the texture type for an image file
    • map, combining with color / Combining the map with color
    • basic material, adapting to Metallic / Adapting a basic material from Specular setup to Metallic, How to do it..., How it works...
  • Start() method / The Start() method
  • state-driven behavior
    • managing, with State Design Pattern / State-driven behavior using the State Design pattern, How to do it..., How it works...
  • State Design Pattern
    • used, for managing state-driven behavior / State-driven behavior using the State Design pattern, How to do it..., How it works...
  • State Pattern
    • references / Sources of more about Game Managers and the State Pattern
  • static batching
    • about / Improving performance through reduced draw calls by designing for draw call batching
    • implementing / Static batching
  • static properties
    • used, for loading player data / Saving and loading player data – using static properties, How to do it..., How it works...
    • used, for saving player data / Saving and loading player data – using static properties, Getting ready, How to do it..., How it works...
  • stretched image
    • displaying / How to do it..., How it works...
    • Sprites and UI Image components, working with / Working with Sprites and UI Image components, See also
  • Sub-State Machines
    • animation states, organizing / Organizing States into Sub-state Machines, How to do it...
  • substance files / Creating and saving texture maps
  • Substance Painter
    • URL / Tools
  • surrounding objects
    • reflecting, with Reflection Probes / Reflecting surrounding objects with Reflection Probes, How to do it..., How it works...
  • Swarm class
    • droneCount variable / How it works...
    • dronePrefab variable / How it works...
    • Drone variable / How it works...
  • SwitchCamera function / How it works...

T

  • Tags / There's more...
  • telescopic camera
    • zooming / Zooming a telescopic camera, How to do it..., How it works..., There's more...
  • text file map
    • game data, loading / Loading game data from a text file map, Getting ready, How to do it..., How it works...
  • text totals
    • used, for displaying multiple pickups of same object / Displaying multiple pickups of the same object with text totals, Getting ready
    • multiple pickups of different objects, displaying as / Displaying multiple pickups of different objects as text totals via a dynamic Dictionary<> of PickUp objects and "enum" pickup types
  • texture maps
    • creating / Creating and saving texture maps
    • saving / Creating and saving texture maps
  • three-frame animation clip
    • creating / Creating a 3-frame animation clip to make a platform continually animate, How to do it...
  • three-state game
    • creating, with single GameManager class / State-driven behavior Do-It-Yourself states, How to do it..., How it works...
  • Toggle Groups
    • User interaction Toggles button / Toggles and radio buttons via Toggle Groups, Getting ready, How it works...
    • radio buttons, using / Toggles and radio buttons via Toggle Groups, How to do it..., How it works...
  • tools
    • Substance Painter / Tools
    • Bitmap2Material / Tools
    • Quixel DDO / Tools
    • Quixel NDO / Tools
    • Mari / Tools
  • torso, character
    • rotating / Rotating the character's torso to aim a weapon, How to do it..., How it works...
  • track / Choosing destinations – respawn to the most recently passed checkpoint
  • Trigger
    • used, for moving animations / Making a platform start falling once stepped-on using a Trigger to move animation from one state to another, How to do it..., How it works...

U

  • UI Buttons
    • creating, for navigating between scenes / Creating UI Buttons to move between scenes, How to do it..., How it works...
    • button mouse-over, visual animation / Visual animation for the button mouse-over
    • button properties, animating on mouse over / Animating button properties on mouse over
  • UI development
    • reference URLs / Conclusion
  • UI Grid Layout Groups
    • used, for generalizing multiple icon displays / Generalizing multiple icon displays using UI Grid Layout Groups (with scrollbars!), How to do it..., How it works...
    • horizontal scrollbar, adding to inventory display / Add a horizontal scrollbar to the inventory slot display
    • PlayerInventoryDisplay, automation / The automation of PlayerInventoryDisplay getting references to all the slots
    • grid cells, automated resizing / Automatically changing the grid cell size based on the number of slots in inventory
    • help methods, adding to Rect Transform script class / Add some help methods to the Rect Transform script class
  • UIs
    • creating, with Fungus open source dialog system / Creating UIs with the Fungus open-source dialog system, How to do it..., How it works...
  • UI Slider
    • countdown timer, displaying graphically with / Displaying a countdown timer graphically with a UI Slider, How to do it..., How it works...
  • Unity
    • documentation, URL / Unity samples and documentation, There's more...
    • coroutines, URL / How it works...
    • URL / Constantly update NavMeshAgent destination to flee away from Player's character current location
    • logs files, URL / Retrieving the complete Unity log text files from your system
  • Unity 2D
    • animation, creating / The big picture
    • reference links / Conclusion
  • Unity 2D platformer
    • URL / Conclusion
  • Unity 5
    • sound / The big picture
  • Unity 5 UI / The big picture
  • Unity Cloud
    • publishing, for multiple devices via / Publishing for multiple devices via Unity Cloud, How to do it..., How it works...
    • references, URL / Learn more about Unity Cloud
  • Unity Cloud Build
    • URL / Getting ready
  • Unity Default Resources
    • used, for loading external resource files / Loading external resource files – using Unity Default Resources, How to do it..., There's more...
    • used, for loading text files / Loading text files with this method
    • used, for loading audio files / Loading and playing audio files with this method
    • used, for playing audio files / Loading and playing audio files with this method
  • Unity New GUI tutorial
    • URL / Animating button properties on mouse over
  • 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
    • URL / How it works...
  • Unity tags
    • URL / How it works...
  • 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
    • used, for text entry / Input Fields component for text entry, How to do it..., How it works...
    • C# method, executing / Executing a C# method to respond each time the user changes the input text content
  • User interaction Toggles
    • using / Toggles and radio buttons via Toggle Groups
  • User Interface (UI) element
    • canvas / The big picture
    • EventSystem GameObject / The big picture
    • panel / The big picture
    • visual UI controls / The big picture
    • interaction UI controls / The big picture
    • Rect Transform component / The big picture
    • Sibling Depth / The big picture
    • about / The big picture
  • User Interface (UI) elements / Introduction
    • about / The big picture
  • UV channels / How to do it...

V

  • Vector3 class / The big picture
  • vertex attributes
    • calculating / Dynamic batching
  • vertex painting
    • used, for reducing texture need / Reduce the need for textures by vertex painting
  • Vertical Axis / How it works...
  • volume control
    • adding, with Audio Mixers / Adding volume control with Audio Mixers, How to do it..., How it works..., There's more...

W

  • walkable parts / How to do it...
  • water platform block
    • creating / Making a platform start falling once stepped-on using a Trigger to move animation from one state to another, How to do it..., How it works...
  • WayPoint class
    • using / Increased flexibility with a WayPoint class
  • waypoints
    • NavMeshes, using / More efficient to avoid using NavMeshes for waypoints
    • arrays, using / Working with arrays of waypoints
  • WWW class
    • using / The big picture
    • URL / The WWW class and the resource contents

Y

  • Yannick / The big picture
  • yaw angle / The CalculateBlipPosition(…) method
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