Cover image for Unity 4.x Cookbook.
Unity 4.x Cookbook.
Title:
Unity 4.x Cookbook.
Author:
Smith, Matt.
ISBN:
9781849690430
Personal Author:
Physical Description:
1 online resource (463 pages)
Contents:
Unity 4.x Cookbook -- Table of Contents -- Unity 4.x Cookbook -- Credits -- About the Authors -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. Getting Started with Unity 4.x -- Introduction -- Installing Unity 4.x -- Getting ready... -- How to do it... -- There's more... -- Acquiring new licenses -- Setting your preferences -- How to do it... -- There's more... -- Changing the editor's player quality settings -- See also -- Understanding and optimizing the User Interface -- How to do it... -- There's more... -- See also -- Saving assets created in Unity as Prefabs -- How to do it... -- How it works... -- There's more... -- Adding external files -- Taking your Prefabs to another project -- Creating other kinds of game objects -- See also -- Discovering Unity's content -- How to do it... -- How it works... -- There's more... -- Studying the sample project -- Downloading more resources -- See also -- Importing your own content -- How to do it... -- How it works... -- There's more... -- Organizing it with the Project view -- Exporting your assets to Unity 4.x -- See also -- Importing Unity packages into your project -- How to do it... -- How it works... -- There's more... -- See also -- Importing custom packages into your project -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Exporting custom packages from your project -- Getting ready -- How to do it... -- How it works... -- See also -- Adding custom packages to Unity's quick list -- Getting ready -- How to do it... -- How it works...

There's more... -- See also -- Using the Project browser -- Getting ready -- How to do it… -- How it works... -- See also -- 2. Using Cameras -- Introduction -- Creating a picture-in-picture effect -- Getting ready -- How to do it... -- How it works... -- There's more... -- Making the picture-in-picture proportional to the screen's size -- Changing the position of the picture-in-picture -- Preventing the picture-in-picture from updating on every frame -- See also -- Switching between multiple cameras -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using a single-enabled camera -- Triggering the switch from other events -- See also -- Customizing the lens flare effect -- Getting ready -- How to do it... -- How it works... -- There's more... -- Making textures from screen content -- Getting ready -- How to do it... -- How it works... -- There's more... -- Applying your texture to a material -- Using your texture as a screenshot -- Zooming a telescopic camera -- Getting ready -- How to do it... -- How it works... -- There's more... -- Making an inspect camera -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating particle effects using Shuriken -- Getting ready -- How to do it... -- How it works... -- There's more... -- Scrubbing back and forward through the particle animation -- Learning more from the Unity documentation -- Adding effects through Particle Effect -- Displaying a mini-map -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using Render Texture (Pro only) -- Adapting your mini-map to other styles -- See also -- 3. Creating Maps and Materials -- Introduction -- Creating a reflective material -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using six different texture maps -- Experimenting with mapping and shader options.

Reflecting actual scene geometry -- Creating a self-illuminated material -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using independent maps -- Emitting light over other objects -- See also -- Creating specular texture maps -- Getting ready -- How to do it... -- How it works... -- There's more... -- Changing the specular color of our material -- Adjusting shininess to focus the highlight -- See also -- Creating transparency texture maps -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using Cutouts -- Applying Bumped Diffuse -- See also -- Using cookie textures to simulate a cloudy outdoor -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating Spot Light cookies -- Creating Point Light cookies -- Creating a color selection dialog -- Getting ready -- How to do it... -- How it works... -- There's more... -- Combining textures in real time through the GUI -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Highlighting materials at mouse over -- Getting ready -- How to do it... -- How it works... -- There's more... -- Highlighting with self-illuminated shaders -- Using transparent shaders -- Animating textures by looping through array of materials (for example, simulated video) -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using materials rather than Texture2D images -- See also -- Disabling culling for a material -- Getting ready -- How to do it... -- How it works... -- There's more... -- Learning more about shaders -- Solving the problem by editing the object's geometry -- See also -- 4. Creating GUIs -- Introduction -- Displaying a digital clock -- How to do it... -- How it works... -- There's more... -- Converting to a 12-hour clock -- See also -- Displaying an analogue clock.

How to do it... -- How it works... -- There's more... -- Configuring a screen corner clock camera -- See also -- Displaying a compass to show player direction -- Getting ready -- How to do it... -- How it works... -- See also -- Displaying a radar to indicate relative locations of objects -- Getting ready -- How to do it... -- How it works... -- Displaying radar in the OnGUI() method -- Displaying radar object icons in the DrawBlip()method -- There's more... -- Different colored "blips" for different objects -- See also -- Displaying images for corresponding integers -- Getting ready -- How to do it... -- How it works... -- There's more... -- Choosing between GUI layout alternatives: GUILayout versus GUI -- See also -- Displaying images for corresponding floats and ranges -- Getting ready -- How to do it... -- How it works... -- There's more... -- Cleaning up code with an array of textures -- See also -- Displaying a digital countdown timer -- How to do it... -- How it works... -- See also -- Displaying a countdown timer graphically (5, 4, 3, 2, 1 - blast off) -- Getting ready -- How to do it... -- How it works... -- See also -- Displaying a countdown timer graphically as a pie-chart style clock -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating your own images with a spreadsheet -- See also -- Creating a message that fades away -- How to do it... -- How it works... -- There's more... -- Facilitating several messages by using a prefab -- Improving efficiency by re-using a single GUIText message -- Displaying inventory texts for single object pickups -- Getting ready -- How to do it... -- How it works... -- There's more... -- Comparing the gameObject tag with a string special method -- See also... -- Displaying inventory icons for single object pickups -- Getting ready -- How to do it... -- How it works...

See also -- Managing inventories with a general purpose PickUp class -- Getting ready -- How to do it... -- How it works... -- There's more... -- Responding to non-display pickups -- Removing items from the List collection -- See also -- Controlling the scrollbar with the mouse wheel -- How to do it... -- How it works... -- There's more... -- Implementing custom mouse cursor icons -- Getting ready -- How to do it... -- How it works... -- 5. Controlling Animations -- Introduction -- Configuring a character's Avatar and Idle animation -- Getting ready -- How to do it... -- How it works... -- There's more... -- Moving your character with Root Motion and Blend Trees -- Getting ready -- How to do it... -- How it works... -- There's more... -- Mixing animations with Layers and Masks -- Getting ready -- How to do it... -- How it works... -- There's more... -- Overriding Root Motion via script -- Getting ready -- How to do it... -- How it works... -- There's more... -- Adding rigid props to animated characters -- Getting ready -- How to do it... -- How it works... -- There's more... -- Making an animated character throw an object -- Getting ready -- How to do it... -- How it works... -- Applying ragdoll physics to a character -- Getting ready -- How to do it... -- How it works... -- There's more... -- Rotating the character's torso to aim -- Getting ready -- How to do it... -- How it works... -- There's more... -- 6. Playing and Manipulating Sounds -- Introduction -- Matching audio pitch to animation speed -- Getting ready -- How to do it... -- How it works... -- There's more... -- Changing the Animation / Sound Ratio parameter -- Adding customizable volume controls -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using a single volume bar -- Bypassing the Esc key -- See also -- Simulating a tunnel environment with Reverb Zones.

Getting ready.
Abstract:
Cookbook. From beginners to advanced users, from artists to coders, this book is for you and everyone in your team! This book is for anyone who wants to explore a wide range of Unity scripting and multimedia features and to find ready to use solutions to many game features. Programmers can explore multimedia features, and multimedia developers can try their hand at scripting.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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