File New Project Asset Packages Unity 5 Survival Shooter Create project Window Asset Store. Unity 5 Survival Shooter. Download.
|
|
- Jared Reed
- 6 years ago
- Views:
Transcription
1 1. Vytvoríme nový projekt: Buď na štartovacej obrazovke alebo v menu File New Project. Vyberieme umiestnenie a názov projektu podľa vlastného výberu. 2. Vyberieme 3D projekt a v Asset Packages vyberieme Unity 5 Survival Shooter (ak tam nie je, prejdeme na ďalší bod) a zatlačíme Create project. 3. Ak sme v Asset Packages nemali Unity 5 Survival Shooter, tak musíme vykonať tento krok: V menu vyberieme Window Asset Store. Do vyhľadávania napíšeme Unity 5 Survival Shooter. Nájdeme túto položku a vyberieme Download. Vyberieme Import (máme zafajknuté All). 4. Chceme vytvoriť novú scénu. Vyberieme v menu File New Scene. Scénu uložíme File Save Scene, a to do priečinka Scenes. Nazveme ju Level V zobrazení priečinka Assetov vyberieme Two Column Size, ak ho nemáme. 6. Z hierarchie projektu vymažeme defaultný Directional Light. Respektíve nemusíme, stačí ho deaktivovať pomocou checkboxu v hornej časti Inspectoru, keď si Directional Light otvoríme. 7. V priečinkovej štruktúre projektu nájdeme v priečinku Prefabs súbor Environment, ktorý potiahneme do našej scény. Nezabudnime vyresetovať jeho súradnice (malé koliesko v časti Transform v inšpektore). 8. Podobným spôsobom potiahneme do scény prefab Lights. 9. Potrebujeme vytvoriť rovnú plochu na podlahe nášho prostredia, nakoľko budeme pre pohyb hráča používať raycasting, a to konkrétne pomyselné lúče vychádzajúce z kamery. V menu vyberieme GameObject 3D object Quad. Resetujeme súradnice objektu. Rotáciu X nastavíme na 90. Scale X a Y nastavíme na 100. Objekt premenuje z Quad na Floor. 10. Objekt Floor chcem spraviť neviditeľným. V inšpektore vymažeme komponent Mesh Renderer (koliesko Remove Component). 11. Pre objekt Floor nastavíme Layer na Floor. Nastavenie Layeru nájdeme vedľa nastavenia Tagov. 12. Pridáme hre hudbu. Vytvoríme v hierarchii objektu prázdny herný objekt (GameObject - Create Empty). Nazveme ho BackgroundMusic. Resetujeme súradnice objektu. Objektu pridáme komponent Audio Audio Source. V riadku Audio Clip klikneme na malé koliesko vpravo a vyberieme zvukový súbor Background Music. Zafajkneme možnost Loop. Volume nastavíme na
2 13. V priečinkovej štruktúre Models Characters nájdeme prefab Player, ktorý potiahneme do hierarchie projektu. Resetujeme jeho súradnice. Tag tohto objektu nastavíme na Player. 14. V priečinku Animations vytvoríme nový Animator Controller, ktorý nazveme PlayerAC. PlayerAC potiahneme na objekt Player v hierarchii projektu. 15. Dvojklikom otvoríme PlayerAC. Otvorí sa okno animátora. V priečinkovej štruktúre Models Characters nájdeme prefab Player, ktorý obsahuje viac položiek, takže si expandujeme pomocou trojuholníka náhľad na podpoložky. Animácie Idle, Death a Move potiahneme do otvoreného animátora. 16. V okne animátora pravým tlačidlom klikneme na Idle a vyberieme Set as Layer Default State. 17. V animátore otvoríme záložku Parameters. Pomocou znamienka + vytvoríme nový parameter typu Bool, ktorý nazveme IsWalking. Musíme dať pozor na malé a veľké písmená. 18. Vytvoríme ďalší parameter, avšak typu Trigger, ktorý nazveme Die. 19. Klikneme pravým tlačidlom na Idle a vyberieme Make transition a následne klikneme na Move. 20. Na novo vytvorený prechod (šípku) klikneme, pričom by mala zmodrať. Vpravo by sa mal otvoriť inšpektor. Checkbox Has Exit Time musí byť NEoznačený. 21. Nižšie by sme mali vidieť Conditions. Pomocou + pridáme možnosť IsWalking, ktorý nastavíme na True. 22. Klikneme pravým tlačidlom na Move a vyberieme Make transition a následne klikneme na Idle. 23. Klikneme na novo vytvorený prechod (šípku z Move do Idle). Vpravo by sa mal otvoriť inšpektor. Checkbox Has Exit Time musí byť NEoznačený. 24. Nižšie by sme mali vidieť Conditions. Pomocou + pridáme možnosť IsWalking, ktorý nastavíme na False. 25. Klikneme pravým tlačidlom na Any State a vyberieme Make transition a následne klikneme na Death. 26. Klikneme na novo vytvorený prechod (šípku z Any State do Death). Vpravo by sa mal otvoriť inšpektor. Checkbox Has Exit Time musí byť NEoznačený. 27. Nižšie by sme mali vidieť Conditions. Pomocou + pridáme možnosť Die. 28. Klikneme v hierarchii projektu na Player a pridáme mu komponent Rigidbody (Add Component v inšpektore Physics - Rigidbody). 29. V komponente Rigidbody nastavíme Drag a Angular drag na Infinity. 30. Pomocou trojuholníka rozbalíme možnosť Constraints. Vo Freeze Position zafajkneme Y. Vo Freeze Rotation zafajkneme X a Z. 31. Rovnakým spôsobom ako Rigidbody pridáme aj komponent Capsule Collider. X nastavíme na 0.2, Y nastavíme na 0.6. Height nastavíme na Pridáme komponent Audio Source. V riadku Audio Clip klikneme na malé koliesko vpravo a vyberieme zvukový súbor Player Hurt. Odznačíme možnosť Play on Awake. 33. V priečinku Scripts Player nájdeme súbor PlayerMovement, ktorý potiahneme v hierarchii projektu na objekt Player. Tento skript následne otvoríme. 34. Prekopírujeme doň nasledovný kód ( ) using UnityEngine;
3 public class PlayerMovement : MonoBehaviour public float speed = 6f; will move at. // The speed that the player Vector3 movement; direction of the player's movement. Animator anim; component. Rigidbody playerrigidbody; rigidbody. // The vector to store the // Reference to the animator // Reference to the player's int floormask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer. float camraylength = 100f; from the camera into the scene. // The length of the ray void Awake () // Create a layer mask for the floor layer. floormask = LayerMask.GetMask ("Floor"); // Set up references. anim = GetComponent <Animator> (); playerrigidbody = GetComponent <Rigidbody> (); void FixedUpdate () // Store the input axes. float h = Input.GetAxisRaw ("Horizontal"); float v = Input.GetAxisRaw ("Vertical"); // Move the player around the scene. Move (h, v);
4 // Turn the player to face the mouse cursor. Turning (); // Animate the player. Animating (h, v); void Move (float h, float v) // Set the movement vector based on the axis input. movement.set (h, 0f, v); // Normalise the movement vector and make it proportional to the speed per second. movement = movement.normalized * speed * Time.deltaTime; // Move the player to it's current position plus the movement. playerrigidbody.moveposition (transform.position + movement); void Turning () // Create a ray from the mouse cursor on screen in the direction of the camera. Ray camray = Camera.main.ScreenPointToRay (Input.mousePosition); // Create a RaycastHit variable to store information about what was hit by the ray. RaycastHit floorhit;
5 // Perform the raycast and if it hits something on the floor layer... if(physics.raycast (camray, out floorhit, camraylength, floormask)) // Create a vector from the player to the point on the floor the raycast from the mouse hit. Vector3 playertomouse = floorhit.point - transform.position; // Ensure the vector is entirely along the floor plane. playertomouse.y = 0f; // Create a quaternion (rotation) based on looking down the vector from the player to the mouse. Quaternion newrotation = Quaternion.LookRotation (playertomouse); // Set the player's rotation to this new rotation. playerrigidbody.moverotation (newrotation); void Animating (float h, float v) // Create a boolean that is true if either of the input axes is non-zero. bool walking = h!= 0f v!= 0f; // Tell the animator whether or not the player is walking. anim.setbool ("IsWalking", walking);
6 Kód je vysvetlený vo videu Ideme nastavovať kameru. Vyberieme objekt Main Camera v hierarchii projektu. Jej pozíciu nastavíme na (1,15,-22). Jej rotáciu X nastavíme 30. Clear Flags nastavíme na Solid Color. Background nastavíme na čiernu farbu. Projection na Ortographic. Size nastavíme na V priečinku Scripts Camera vytvoríme nový C# skript, ktorý nazveme CameraFollow. 37. Novovytvorený skript potiahneme na objekt Main Camera. 38. Skript otvoríme a skopírujeme doňho kód ( ): using UnityEngine; using System.Collections; public class CameraFollow : MonoBehaviour public Transform target; camera will be following. public float smoothing = 5f; camera will be following. // The position that that // The speed with which the Vector3 offset; the target. // The initial offset from void Start () // Calculate the initial offset. offset = transform.position - target.position; void FixedUpdate () // Create a postion the camera is aiming for based on the offset from the target. Vector3 targetcampos = target.position + offset; // Smoothly interpolate between the camera's current position and it's target position.
7 transform.position = Vector3.Lerp (transform.position, targetcampos, smoothing * Time.deltaTime); Skript je vysvetlený vo videu Otvoríme si Main Camera a do komponentu skript do riadku Target potiahneme objekt Player. 40. Playera si teraz uložíme ako prefab. Tento herný objekt teda potiahneme do priečinka Prefabs. 41. V priečinkovej štruktúre prejdeme do priečinka Models Characters, kde nájdeme model (prefab) Zombunny. Potiahneme ho do našej scény do rozumnej vzdialenosti od Playera. 42. Zombunnymu ideme priradiť časticový efekt, ktorý sa spustí vtedy, keď ho trafíme pištoľou. Z priečinka Prefabs potiahneme HitParticles na Zombunny v hierarchii projektu. 43. Zombunnymu (uistime sa, že rodičovskému objektu Zombunny a nie detskému) zmeníme Layer na Shootable. Zatlačíme potom Yes, change children. 44. Zombunnymu (uistime sa, že rodičovskému objektu Zombunny a nie detskému) pridáme komponent Rigidbody. Drag a Angular Drag nastavíme na Infinity. Pomocou trojuholníka rozbalíme možnosť Constraints. Vo Freeze Position zafajkneme Y. Vo Freeze Rotation zafajkneme X a Z. 45. Rovnakým spôsobom ako Rigidbody pridáme aj komponent Capsule Collider. Y nastavíme na 0.8. Height nastavíme na Pridáme ďalší collider, ktorý bude slúžiť na zraňovanie hráča. Pridáme komponent Sphere Collider. Zafajkneme Is Trigger. Y nastavíme na 0.8 a Radius na Pridáme komponent Audio Source. Dáme preč Play on Awake. V riadku AudioClip vyberieme Zombunny Hurt. 48. Ideme urobiť navigačnú sieť, kade sa nepriatelia pohybujú. Otvoríme Window Navigation. 49. Vrátime a však k hernému objektu Zombunny. Znova ho otvoríme. Pridáme mu komponent Nav Mesh Agent. Radius nastavíme na 0.3, Speed na 3, Stopping distance na 1.3, Height na Pozrime si objekt Environment. V hornej časti inšpektora máme zafajknuté Static. To znamená, že to, čo je statické, sa pridáva do navigačnej mriežky (mapy). 51. Prejdeme do okna Navigation, ktoré sme pred chvíľou otvorili. Otvoríme kartu Bake. Step Height nastavíme na 0.34 a pod Advanced zafajkneme Manual Voxel Size a Voxel Size nastavíme na Agent Radius nastavíme na Agent Height na V dolnej časti zatlačíme na Bake. 54. V priečinkovej štruktúre projektu otvoríme priečinok Animations, kde vytvoríme nový Animator Controller, ktorý nazveme EnemyAC. Tento controller potiahneme na objekt Zombunny v hierarchii projektu. Otvoríme si tento controller.
8 55. V priečinkovej štruktúre si nájdeme v Models Characters Zombunny, pričom si ho rozbalíme pomocou trojuholníčka. Vidíme tu 3 animácie Death, Idle, Move ktoré si potiahneme do okna animátora. 56. Animáciu Move nastavíme pravým tlačidlom ako defaultnú. 57. Ideme pridávať parametre do podokna Parameters. Vytvoríme Trigger nazvaný PlayerDead. Vytvoríme ďalší Trigger nazvaný Dead. 58. Klikneme pravým tlačidlom na Move a vyberieme Make transition a následne klikneme na Idle. 59. Klikneme na novo vytvorený prechod (šípku z Move do Idle). Vpravo by sa mal otvoriť inšpektor. Checkbox Has Exit Time musí byť NEoznačený. 60. Nižšie by sme mali vidieť Conditions. Pomocou + pridáme možnosť PlayerDead. 61. Klikneme pravým tlačidlom na Any State a vyberieme Make transition a následne klikneme na Death. 62. Klikneme na novo vytvorený prechod. Vpravo by sa mal otvoriť inšpektor. Checkbox Has Exit Time musí byť NEoznačený. 63. Nižšie by sme mali vidieť Conditions. Pomocou + pridáme možnosť Dead. 64. V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme Zombunnymu. Scripts Enemy a jeho názov je EnemyMovement. Potiahneme ho na objekt Zombunny v hierarchii projektu. 65. Skript si otvoríme, už je tam napísaný potrebný kód. Ak nechápeme skript, pozrieme si záver videa Ideme robiť hre GUI. V okne Scene si zapneme 2D mód. Vytvoríme nový herný objekt GameObject UI Canvas. Premenujeme ho na HUDCanvas. 67. Pridáme mu nový komponent Canvas Group. Dáme preč fajku Interactable a Block Raycasts. 68. Klikneme pravým tlačidlom na HUDCanvas v hierarchii projektu a vytvoríme prázdny objekt Create Empty. Nazveme ho HealthUI. Resetujeme mu súradnice. 69. Klikneme na obrázok pod Rect Transform. Zatlačíme Alt a Shift (naraz) a zatlačíme nasledovné tlačidlo:
9 70. Width nastavíme na 75 a Height na V hierarchii projektu klikneme pravým tlačidlom na HealthUI a vytvoríme mu nový detský objekt UI Image. Premenujeme ho na Heart. Resetujeme jeho pozíciu. 72. Width nastavíme na 30 a Height na V riadku Source Image vyberieme súbor Heart. 74. V hierarchii projektu klikneme pravým tlačidlom na HealthUI a vytvoríme mu nový detský objekt UI Slider. Premenujeme ho na HealthSlider. Resetujeme jeho pozíciu. 75. Vyberieme objekt HealthSlider. Pos X nastavíme na 95. Width na 130 a Height na V hierarchii projektu si rozbalíme HelathSlider tak, aby sme videli jeho detské objekty. Zmažeme Handle Slide Area. 77. Vyberieme opäť objekt HealthSlider. Transition dáme na None. Max Value nastavíme na 100. Value tiež nastavíme na HealthSlider ma detský objekt Background. Jeho alfa kanál nastavíme na 0 v riadku Color. 79. HealthSlider ma detský objekt Fill Area. Right nastavíme na V hierarchii projektu klikneme pravým tlačidlom na HUDCanvas a vytvoríme mu nový detský objekt UI Image. Premenujeme ho na DamageImage. 81. Klikneme na obrázok pod Rect Transform. Zatlačíme Alt a vyberieme: 82. Klikneme na Color a Alpha kanál nastavíme na Ideme pridať hráčovi zdravie. Vypneme 2D pohľad. V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme Playerovi, a to Scripts Player a jeho názov je PlayerHealth. Potiahneme ho na objekt Player v hierarchii projektu.
10 84. Skript sa snažíme pochopiť. Popísaný je vo videu: V inšpektore objektu Player sa pozrieme na tento skript. Do riadku Health Slider potiahneme objekt HealthSlider z hierarchie projektu. Do riadku Damage Image potiahneme objekt DamageImage z hierarchie projektu. 86. V riadku Death Clip klikneme na koliesko a vyberieme zvukový súbor Player Death. 87. V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme Zombunnymu, a to v Scripts Enemy a jeho názov je EnemyAttack. Potiahneme ho na objekt Zombunny v hierarchii projektu. 88. Skript sa snažíme pochopiť. Popísaný je vo videu: V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme Zombunnymu, a to v Scripts Enemy a jeho názov je EnemyHealth. Potiahneme ho na objekt Zombunny v hierarchii projektu. 90. Skript sa snažíme pochopiť. Popísaný je vo videu: V riadku Death Clip klikneme na koliesko a vyberieme zvukový súbor ZomBunny Death. 92. V skripte Enemy Health sme si všimli public void StartSinking, ktoré ale nikde nevoláme. V priečinkovej štruktúre projektu nájdeme Model Zombunny a v inšpektore si pozrieme, že táto funkcia sa volá eventom z animácie Death (modrý ukazovateľ). Toto už bolo v projekte predpripravené.
11 93. Ideme editovať skript EnemyAttack, ktorý má Zombunny. Úprava spočíva v odkomentovaní zakomentovaného kódu. 94. V priečinku Prefabs nájdeme GunParticles. Klikneme na neho, aby sme vpravo videli jeho inšpektor. Vidíme jeho komponent Particle System. Klikneme na ozubené koliesko a zatlačíme Copy Component. 95. V hierarchii objektu si rozklikneme trojuholníček Playera, aby sme videli detský objekt GunBarrelEnd, na ktorý klikneme. V inšpektore pri komponente Transform klikneme na ozubené koliesko a vyberieme Paste Component as New. 96. Hernému objektu GunBarrelEnd pridáme nový komponent Line Renderer. Rozbalíme si Materials. V riadku Element 0 vyberieme pomocou kolieska súbor LineRendererMaterial. 97. Rozbalíme si Parameters. Start Width a End Width nastavíme na Pomocou checkboxu pri názve komponentu tento komponent deaktivujeme. 99. Hernému objektu GunBarrelEnd pridáme nový komponent Rendering Light Komponentu Light zmeníme farbu na (241,255,0) Pomocou checkboxu pri názve komponentu tento komponent deaktivujeme Hernému objektu GunBarrelEnd pridáme nový komponent Audio Audio Source V riadku Audio Clip pomocou guličky vyberieme súbor Player Gunshot. Deaktivujeme Play on Awake V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme objektu GunBarrelEnd, a to Scripts Player a jeho názov je PlayerShooting. Potiahneme ho na objekt GunBarrelEnd v hierarchii projektu Skript sa snažíme pochopiť. Popísaný je vo videu: Otvoríme si objekt Player a v pravom horným rohu zatlačíme Apply pre uloženie tohto prefabu Ideme editovať skript EnemyMovement, ktorý má Zombunny. Úprava spočíva v odkomentovaní zakomentovaného kódu Ideme editovať skript PlayerHealth, ktorý má Player. Úprava spočíva v odkomentovaní zakomentovaného kódu Ideme urobiť UI skóre. Prepneme scénu do 2D módu. Vytvoríme detský objekt k objektu HUDCanvas typu UI Text. Objekt nazveme ScoreText V nastaveniach Anchor vyberieme bez Altu a bez Shiftu tento prvok:
12 111. Pos Y nastavíme na -55. Width nastavíme na 240. Height na 50. Color nastavíme na bielu. Font nastavíme pomocou kolieska na LuckiestGuy. Font Size nastavíme na 50. Obidva Alignmenty nastavíme na stred. Do položky Text napíšeme Score: Ideme dať textu tieň. Pridáme komponent Shadow. Effect distance nastavíme na (2,-2) V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme objektu ScoreText, a to Scripts Managers a jeho názov je ScoreManager. Potiahneme ho na objekt ScoreText v hierarchii projektu Zaujímavosťou je, že public static int score; patrí triede ako takej a nie inštanciám. Kód je popísaný v Ideme editovať skript EnemyHealth, ktorý má Zombunny. Úprava spočíva v odkomentovaní zakomentovaného kódu Do priečinka Prefabs potiahneme herný objekt Zombunny Radšej si trikrát skontrolujeme, či sa Zombunny skutočne uložil ako Prefab. Potom v hierarchii projektu (nie v priečinkovej štruktúre) zmažeme objekt Zombunny Ideme automatizovane spawnovať Zombunnyov a ďalších nepriateľov Do priečinka Prefabs (NIE _CompletedAssets/Prefabs!!!) si rozbalíme obsah súboru V priečinkovej štruktúre projektu si v priečinku Prefabs nájdeme prefab ZomBear. Tomuto prefabu potiahneme do komponentu Animator animator controller EnemyAC z priečinka Animation, nakoľko má rovnakú kostru ako Zombunny. (Tento prefab už je z veľkej časti predpripravený už má napríklad skripty...) V priečinkovej štruktúre projektu si v priečinku Prefabs nájdeme prefab Hellephant. Tento nepriateľ má inú kostru ako Zombunny V priečinku Animation vytvoríme nový Animator Override Controller. Nazveme ho HellephantAOC Tento nový override controller si otvoríme. V inšpektore do riadka Controller potiahneme už známy controller EnemyAC V priečinku Models Characters nájdeme Hellephant. Klikneme na rozbaľovací trojuholník, aby sme videli vnorené animácie. Death, Idle a Move potiahneme do inšpektora HellephantAOC V priečinkovej štruktúre projektu si v priečinku Prefabs nájdeme prefab Hellephant. Tomuto prefabu potiahneme do komponentu Animator animator controller HellephantAOC z priečinka Animation Vytvoríme v hierarchii projektu nový prázdny objekt, ktorý nazveme EnemyManager. Resetujeme jeho súradnice V priečinku Scripts Managers nájdeme skript EnemyManager, ktorý potiahneme do inšpektora herného objektu EnemyManager. Skript otvoríme a snažíme sa ho pochopiť alebo ho pochopíme z videa: (cca 8.minúta) 128. Vytvoríme spawn point pre Zombunnyho. V hierarchii projektu vytvoríme prázdny objekt ZombunnySpawnPoint. Tomuto bodu dáme špeciálnu ikonu (pre prehľadnosť). V inšpektore tohto bodu klikneme hore na farebnú kocku. Klikneme na modrý obdĺžnik, nakoľko Zombunny je modrý. Pozíciu X nastavíme na -20.5, pozíciu Y na 0 a Z na Rotáciu Y na 130.
13 129. Duplikujeme ZombunnySpawnPoint a nazveme ho ZombearSpawnPoint. Zmeníme jeho ikonu na fialovú (tak ako sme menili na modrý obdĺžnik). Pozíciu X nastavíme na 22.5, pozíciu Y na 0 a Z na 15. Rotáciu Y na Duplikujeme ZombunnySpawnPoint a nazveme ho HellephantSpawnPoint. Zmeníme jeho ikonu na žltú (tak ako sme menili na modrý obdĺžnik). Pozíciu X nastavíme na 0, pozíciu Y na 0 a Z na 32. Rotáciu Y na V hierarchii projektu otvoríme EnemyManager. Do riadku Player Health potiahneme z hierarchie projektu objekt Player. Do riadku Enemy potiahneme z priečinka Prefabs prefab Zombunny V inšpektore EnemyManagera v riadku SpawnPoint nastavíme size na 1. Do Element 0 potiahneme herný objekt ZombunnySpawnPoint V priečinku Scripts Managers nájdeme skript EnemyManager, ktorý potiahneme do inšpektora herného objektu EnemyManager. Teraz tu už teda máme skripty dva. Do riadku Player Health potiahneme z hierarchie projektu objekt Player. Do riadku Enemy potiahneme z priečinka Prefabs prefab Zombear. V riadku SpawnPoint nastavíme size na 1. Do Element 0 potiahneme herný objekt ZombearSpawnPoint V priečinku Scripts Managers nájdeme skript EnemyManager, ktorý potiahneme do inšpektora herného objektu EnemyManager. Teraz tu už teda máme skripty tri. Do riadku Player Health potiahneme z hierarchie projektu objekt Player. Do riadku Enemy potiahneme z priečinka Prefabs prefab Hellephant. V riadku SpawnPoint nastavíme size na 1. Do Element 0 potiahneme herný objekt HellephantSpawnPoint. SpawnTime nastavíme na Kto chce, tak si urobí aj animáciu GameOver -
Adding a Trigger to a Unity Animation Method #2
Adding a Trigger to a Unity Animation Method #2 Unity Version: 5.0 Adding the GameObjects In this example we will create two animation states for a single object in Unity with the Animation panel. Our
More informationif(input.getkey(keycode.rightarrow)) { this.transform.rotate(vector3.forward * 1);
1 Super Rubber Ball Step 1. Download and open the SuperRubberBall project from the website. Open the main scene. In it you will find a game track and a sphere as shown in Figure 1.1. The sphere has a Rigidbody
More informationC# for UNITY3d: Sem 1 a.k.a. The Gospel of Mark Part 1
C# for UNITY3d: Sem 1 a.k.a. The Gospel of Mark Part 1 Special Thanks to Mark Hoey, whose lectures this booklet is based on Move and Rotate an Object (using Transform.Translate & Transform.Rotate)...1
More informationkucharka exportu pro 9FFFIMU
požiadavky na export kodek : Xvid 1.2.1 stable (MPEG-4 ASP) // výnimočne MPEG-2 bitrate : max. 10 Mbps pixely : štvorcové (Square pixels) rozlíšenie : 1920x1080, 768x432 pre 16:9 // výnimočne 1440x1080,
More informationUFO. Prof Alexiei Dingli
UFO Prof Alexiei Dingli Setting the background Import all the Assets Drag and Drop the background Center it from the Inspector Change size of Main Camera to 1.6 Position the Ship Place the Barn Add a
More informationUnity3D. Unity3D is a powerful cross-platform 3D engine and a user friendly development environment.
Unity3D Unity3D is a powerful cross-platform 3D engine and a user friendly development environment. If you didn t like OpenGL, hopefully you ll like this. Remember the Rotating Earth? Look how it s done
More informationGame Design Unity Workshop
Game Design Unity Workshop Activity 2 Goals: - Creation of small world - Creation of character - Scripting of player movement and camera following Load up unity Build Object: Mini World and basic Chase
More informationSection 28: 2D Gaming: Continuing with Unity 2D
Section 28: 2D Gaming: Continuing with Unity 2D 1. Open > Assets > Scenes > Game 2. Configuring the Layer Collision Matrix 1. Edit > Project Settings > Tags and Layers 2. Create two new layers: 1. User
More informationREPORT DESIGNER 1 VYTVORENIE A ÚPRAVA FORMULÁRA. úprava formulárov v Money S4 / Money S Vytvorenie formulára
REPORT DESIGNER úprava formulárov v Money S4 / Money S5 Informačný systém Money S4/S5 umožňuje upraviť tlačové zostavy tak, aby plne vyhovovali potrebám používateľa. Na úpravu tlačových zostáv slúži doplnkový
More informationTutorial: Using the UUCS Crowd Simulation Plug-in for Unity
Tutorial: Using the UUCS Crowd Simulation Plug-in for Unity Introduction Version 1.1 - November 15, 2017 Authors: Dionysi Alexandridis, Simon Dirks, Wouter van Toll In this assignment, you will use the
More informationUI Elements. If you are not working in 2D mode, you need to change the texture type to Sprite (2D and UI)
UI Elements 1 2D Sprites If you are not working in 2D mode, you need to change the texture type to Sprite (2D and UI) Change Sprite Mode based on how many images are contained in your texture If you are
More informationIAT 445 Lab 10. Special Topics in Unity. Lanz Singbeil
IAT 445 Lab 10 Special Topics in Unity Special Topics in Unity We ll be briefly going over the following concepts. They are covered in more detail in your Watkins textbook: Setting up Fog Effects and a
More informationGame Design From Concepts To Implementation
Game Design From Concepts To Implementation Giacomo Cappellini - g.cappellini@mixelweb.it Why Unity - Scheme Unity Editor + Scripting API (C#)! Unity API (C/C++)! Unity Core! Drivers / O.S. API! O.S.!
More informationWorkshop BOND UNIVERSITY. Bachelor of Interactive Multimedia and Design. Asteroids
Workshop BOND UNIVERSITY Bachelor of Interactive Multimedia and Design Asteroids FACULTY OF SOCIETY AND DESIGN Building an Asteroid Dodging Game Penny de Byl Faculty of Society and Design Bond University
More informationDamaging, Attacking and Interaction
Damaging, Attacking and Interaction In this tutorial we ll go through some ways to add damage, health and interaction to our scene, as always this isn t the only way, but it s the way I will show you.
More informationUnity Game Development
Unity Game Development 1. Introduction to Unity Getting to Know the Unity Editor The Project Dialog The Unity Interface The Project View The Hierarchy View The Inspector View The Scene View The Game View
More informationMechanic Animations. Mecanim is Unity's animation state machine system.
Mechanic Animations Mecanim is Unity's animation state machine system. It essentially allows you to create 'states' that play animations and define transition logic. Create new project Animation demo.
More informationMIXED REALITY (AR & VR) WITH UNITY 3D (Microsoft HoloLens)
MIXED REALITY (AR & VR) WITH UNITY 3D (Microsoft HoloLens) 1. INTRODUCTION TO Mixed Reality (AR & VR) What is Virtual Reality (VR) What is Augmented reality(ar) What is Mixed Reality Modern VR/AR experiences
More informationSpôsoby zistenia ID KEP
Spôsoby zistenia ID KEP ID KEP (kvalifikovaný elektronický podpis) je možné zistiť pomocou napr. ovládacieho panela, prostredíctvom prehliadača Internet Expolrer, Google Chrome alebo Mozilla Firefox. Popstup
More informationGoogle SketchUp/Unity Tutorial Basics
Software used: Google SketchUp Unity Visual Studio Google SketchUp/Unity Tutorial Basics 1) In Google SketchUp, select and delete the man to create a blank scene. 2) Select the Lines tool and draw a square
More informationUnity Scripting 4. CS 491 / DES 400 Crea.ve Coding. Computer Science
Unity Scripting 4 Unity Components overview Particle components Interaction Key and Button input Parenting CAVE2 Interaction Wand / Wanda VR Input Devices Project Organization Prefabs Instantiate Unity
More informationGame Design Unity Workshop
Game Design Unity Workshop Activity 1 Unity Overview Unity is a game engine with the ability to create 3d and 2d environments. Unity s prime focus is to allow for the quick creation of a game from freelance
More informationChart And Graph. Supported Platforms:
Chart And Graph Supported Platforms: Quick Start Folders of interest Running the Demo scene: Notes for oculus Bar Chart Stack Bar Chart Pie Chart Graph Chart Streaming Graph Chart Graph Chart Curves: Bubble
More informationChart And Graph. Features. Features. Quick Start Folders of interest Bar Chart Pie Chart Graph Chart Legend
Chart And Graph Features Quick Start Folders of interest Bar Chart Pie Chart Graph Chart Legend Overview Bar Chart Canvas World Space Category settings Pie Chart canvas World Space Pie Category Graph Chart
More informationMIXED REALITY (AR & VR) WITH UNITY 3D (Microsoft HoloLens)
MIXED REALITY (AR & VR) WITH UNITY 3D (Microsoft HoloLens) 1. INTRODUCTION TO Mixed Reality (AR & VR) What is Virtual Reality (VR) What is Augmented reality(ar) What is Mixed Reality Modern VR/AR experiences
More informationEasy Decal Version Easy Decal. Operation Manual. &u - Assets
Easy Decal Operation Manual 1 All information provided in this document is subject to change without notice and does not represent a commitment on the part of &U ASSETS. The software described by this
More informationTransforms Transform
Transforms The Transform is used to store a GameObject s position, rotation, scale and parenting state and is thus very important. A GameObject will always have a Transform component attached - it is not
More information3dSprites. v
3dSprites v1.0 Email: chanfort48@gmail.com 3dSprites allows you to bring thousands of animated 3d objects into the game. Only up to several hundreds of animated objects can be rendered using meshes in
More informationGame Design Unity Workshop
Game Design Unity Workshop Activity 4 Goals: - Creation of small world - Creation of character - Scripting of player movement and camera following Load up unity Build Object: Collisions in Unity Aim: Build
More informationPacman. you want to see how the maze was created, open the file named unity_pacman_create_maze.
Pacman Note: I have started this exercise for you so you do not have to make all of the box colliders. If you want to see how the maze was created, open the file named unity_pacman_create_maze. Adding
More informationTutorial Physics: Unity Car
Tutorial Physics: Unity Car This activity will show you how to create a free-driving car game using Unity from scratch. You will learn how to import models using FBX file and set texture. You will learn
More informationUNITY WORKSHOP. Unity Editor. Programming(Unity Script)
July, 2018 Hayashi UNITY WORKSHOP Unity Editor Project: Name your project. A folder is created with the same name of the project. Everything is in the folder. Four windows (Scene, Project, Hierarchy, Inspector),
More informationCopyright All Rights Reserved
www.kronnect.com Copyright 2016-2018 All Rights Reserved Contents What s X-Frame FPS Accelerator?... 3 Algorithms included in X-Frame... 3 Quick Start... 5 Description of X-Frame parameters... 7 General
More informationOutline. CE318: Games Console Programming Lecture 3: 3D Games and Cameras. Outline. 3D Vectors. Diego Perez. 3D Principles. 3D Models.
Outline Lecture 3: 3D Games and Cameras 1 3D Principles Diego Perez 2 3D Models 3 Cameras 4 Lab Session 3 dperez@essex.ac.uk Office 3A.526 2014/15 Outline 2 / 50 3D Vectors A 3D vector is a geometric object
More informationAbout the Tutorial. Audience. Prerequisites. Copyright & Disclaimer. Unity
i About the Tutorial Unity is a cross-platform game engine initially released by Unity Technologies, in 2005. The focus of Unity lies in the development of both 2D and 3D games and interactive content.
More informationCreating and Triggering Animations
Creating and Triggering Animations 1. Download the zip file containing BraidGraphics and unzip. 2. Create a new Unity project names TestAnimation and set the 2D option. 3. Create the following folders
More informationANIMATOR TIMELINE EDITOR FOR UNITY
ANIMATOR Thanks for purchasing! This document contains a how-to guide and general information to help you get the most out of this product. Look here first for answers and to get started. What s New? v1.53
More informationUser Manual. Contact the team: Contact support:
User Manual http://dreamteck.io https://www.facebook.com/dreamteckstudio Contact the team: team@dreamteck.io Contact support: support@dreamteck.io Discord Server: https://discord.gg/bkydq8v 1 Contents
More informationCláudia Ribeiro PHYSICS
Cláudia Ribeiro PHYSICS Cláudia Ribeiro Goals: - Colliders - Rigidbodies - AddForce and AddTorque Cláudia Ribeiro AVT 2012 Colliders Colliders components define the shape of an object for the purpose of
More informationCE318/CE818: High-level Games Development
CE318/CE818: High-level Games Development Lecture 1: Introduction. C# & Unity3D Basics Diego Perez Liebana dperez@essex.ac.uk Office 3A.527 2017/18 Outline 1 Course Overview 2 Introduction to C# 3 Scripting
More informationCreating a 3D Characters Movement
Creating a 3D Characters Movement Getting Characters and Animations Introduction to Mixamo Before we can start to work with a 3D characters we have to get them first. A great place to get 3D characters
More informationRegistrácia účtu Hik-Connect
Registrácia účtu Hik-Connect Tento návod popisuje postup registrácie účtu služby Hik-Connect prostredníctvom mobilnej aplikácie a webového rozhrania na stránke www.hik-connect.comg contents in this document
More informationMobile Touch Floating Joysticks with Options version 1.1 (Unity Asset Store) by Kevin Blake
Mobile Touch Floating Joysticks with Options version 1.1 (Unity Asset Store) by Kevin Blake Change in version 1.1 of this document: only 2 changes to this document (the unity asset store item has not changed)
More informationSetting up A Basic Scene in Unity
Setting up A Basic Scene in Unity So begins the first of this series of tutorials aimed at helping you gain the basic understanding of skills needed in Unity to develop a 3D game. As this is a programming
More informationPong in Unity a basic Intro
This tutorial recreates the classic game Pong, for those unfamiliar with the game, shame on you what have you been doing, living under a rock?! Go google it. Go on. For those that now know the game, this
More informationWorkshop BOND UNIVERSITY Bachelor of Interactive Multimedia and Design Beginner Game Dev Character Control Building a character animation controller.
Workshop BOND UNIVERSITY Bachelor of Interactive Multimedia and Design Beginner Game Dev Character Control Building a character animation controller. FACULTY OF SOCIETY AND DESIGN Building a character
More informationASSET DOCUMENTATION Mouse Interaction - Object Highlight Unity 3D Package. English
ASSET DOCUMENTATION Mouse Interaction - Object Highlight Unity 3D Package English Contents Informations 3 Support 14 How to use 3 Interactions 4 Highlight settings 5 Tooltip settings 6 Animation settings
More informationThe Motion Controller uses the Actor Controller to actually move the character. So, please review the Actor Controller Guide as well!
The Motion Controller uses the Actor Controller to actually move the character. So, please review the Actor Controller Guide as well! Input Source Camera Movement Rotations Motion Controller Note: MC is
More informationSpell Casting Motion Pack 5/5/2017
The Spell Casting Motion pack requires the following: Motion Controller v2.49 or higher Mixamo s free Pro Magic Pack (using Y Bot) Importing and running without these assets will generate errors! Overview
More informationProgress Bar Pack. Manual
Progress Bar Pack Manual 1 Overview The Progress Bar Pack contains a selection of textures, shaders and scripts for creating different ways to visualize linear data, such as health, level load progress,
More informationFile New - Project Cross-Platform Cross-Platform App (Xamarin.Forms). Blank App (Xamarin.Forms Portable). 3. Blank App
1. Vytvoríme nový projekt vo Visual Studio: V menu File New - Project. Vyberieme umiestnenie a názov projektu podľa vlastného výberu. 2. Vyberieme Cross-Platform Cross-Platform App (Xamarin.Forms). V inej
More informationBetter UI Makes ugui Better!
Better UI Makes ugui Better! version 1.1.2 2017 Thera Bytes UG Developed by Salomon Zwecker TABLE OF CONTENTS Better UI... 1 Better UI Elements... 4 1 Workflow: Make Better... 4 2 UI and Layout Elements
More informationTerrain. Unity s Terrain editor islands topographical landscapes Mountains And more
Terrain Unity s Terrain editor islands topographical landscapes Mountains And more 12. Create a new Scene terrain and save it 13. GameObject > 3D Object > Terrain Textures Textures should be in the following
More informationTerrain. Unity s Terrain editor islands topographical landscapes Mountains And more
Terrain Unity s Terrain editor islands topographical landscapes Mountains And more 12. Create a new Scene terrain and save it 13. GameObject > 3D Object > Terrain Textures Textures should be in the following
More informationBetter UI Makes ugui Better!
Better UI Makes ugui Better! 2016 Thera Bytes UG Developed by Salomon Zwecker TABLE OF CONTENTS Better UI... 1 Better UI Elements... 4 1 Workflow: Make Better... 4 2 UI and Layout Elements Overview...
More informationPROTOTYPE 1: APPLE PICKER FOR UNITY 5.X
CHAPTER 28 PROTOTYPE 1: APPLE PICKER FOR UNITY 5.X In the pages below, I've replaced the sections of Chapter 28 that used GUIText with new pages that take advantage of the UGUI (Unity Graphical User Interface)
More informationIntroduction to Unity. What is Unity? Games Made with Unity /666 Computer Game Programming Fall 2013 Evan Shimizu
Introduction to Unity 15-466/666 Computer Game Programming Fall 2013 Evan Shimizu What is Unity? Game Engine and Editor With nice extra features: physics engine, animation engine, custom shaders, etc.
More informationCMSC 425 Programming Assignment 1, Part 2 Implementation Notes
CMSC 425 Programming Assignment 1, Part 2 Implementation Notes Disclaimer We provide these notes to help in the design of your project. There is no requirement that you use our settings, and in fact your
More informationMerging Physical and Virtual:
Merging Physical and Virtual: A Workshop about connecting Unity with Arduino v1.0 R. Yagiz Mungan yagiz@purdue.edu Purdue University - AD41700 Variable Topics in ETB: Computer Games Fall 2013 September
More informationIntroduction to Unreal Engine Blueprints for Beginners. By Chaven R Yenketswamy
Introduction to Unreal Engine Blueprints for Beginners By Chaven R Yenketswamy Introduction My first two tutorials covered creating and painting 3D objects for inclusion in your Unreal Project. In this
More informationVISIT FOR THE LATEST UPDATES, FORUMS & MORE ASSETS.
Gargoyle VISIT WWW.SFBAYSTUDIOS.COM FOR THE LATEST UPDATES, FORUMS & MORE ASSETS. 1. INTRODUCTION 2. QUICK SET UP 3. PROCEDURAL VALUES 4. SCRIPTING 5. ANIMATIONS 6. LEVEL OF DETAIL 7. CHANGE LOG 1. Introduction
More informationPick up a book! 2. Is a reader on screen right now?! 3. Embedding Images! 3. As a Text Mesh! 4. Code Interfaces! 6. Creating a Skin! 7. Sources!
Noble Reader Guide Noble Reader version 1.1 Hi, Toby here from Noble Muffins. This here is a paginating text kit. You give it a text; it ll lay it out on a skin. You can also use it as a fancy text mesh
More informationUnity Animation. Objectives. Animation Overflow. Animation Clips and Animation View. Computer Graphics Section 2 ( )
Unity Animation Objectives How to animate and work with imported animations. Animation Overflow Unity s animation system is based on the concept of Animation Clips, which contain information about how
More informationBetter UI Makes ugui Better!
Better UI Makes ugui Better! version 1.2 2017 Thera Bytes UG Developed by Salomon Zwecker TABLE OF CONTENTS Better UI... 1 Better UI Elements... 5 1 Workflow: Make Better... 5 2 UI and Layout Elements
More information1.7 Inventory Item Animation Legacy Mecanim General Settings Waypoints Group
ELIOT MANUAL Contents 1 Agent... 4 1.1 Description... 4 1.2 Unit Factory... 5 1.2.1 General... 5 1.2.2 Perception... 6 1.2.3 Motion... 6 1.2.4 Resources... 7 1.2.5 Other... 7 1.2.6 Skills... 7 1.2.7 Create...
More informationU9_Collision( 碰撞 ) 龍華科技大學多媒體與遊戲發展科學系林志勇編輯請勿外流轉載, 上傳網路 林志勇
U9_Collision( 碰撞 ) 龍華科技大學多媒體與遊戲發展科學系編輯請勿外流轉載, 上傳網路 Audio AudioSource *.wav( 聲音檔 ) Audio Clip Play On Awake OnCollisionEnter function OnCollisionEnter(collision : Collision) { // Debug-draw all contact
More informationIAP Manager. Easy IAP Workflow. Copyright all rights reserved. Digicrafts 2018 Document version Support
IAP Manager Easy IAP Workflow Copyright all rights reserved. Digicrafts 2018 Document version 1.7.0 Support email: support@digicrafts.com.hk A. Before Start In order to use the IAPManager, the following
More informationDatabázové systémy. SQL Window functions
Databázové systémy SQL Window functions Scores Tabuľka s bodmi pre jednotlivých študentov id, name, score Chceme ku každému doplniť rozdiel voči priemeru 2 Demo data SELECT * FROM scores ORDER BY score
More informationVive Stereo Rendering Toolkit Developer s Guide
Vive Stereo Rendering Toolkit Developer s Guide vivesoftware@htc.com Introduction Vive Stereo Rendering Toolkit provides drag-and-drop components for developers to create stereoscopic rendering effects
More informationBasic Waypoints Movement v1.0
Basic Waypoints Movement v1.0 1. Create New Unity project (or use some existing project) 2. Import RAIN{indie} AI package from Asset store or download from: http://rivaltheory.com/rainindie 3. 4. Your
More informationDistributed Programming
Distributed Programming Lecture 04 - Introduction to Unreal Engine and C++ Programming Edirlei Soares de Lima Editor Unity vs. Unreal Recommended reading: Unreal
More informationDatabázy (1) Prednáška 11. Alexander Šimko
Databázy (1) Prednáška 11 Alexander Šimko simko@fmph.uniba.sk Contents I Aktualizovanie štruktúry databázy Section 1 Aktualizovanie štruktúry databázy Aktualizácia štruktúry databázy Štruktúra databázy
More informationLec 10 MEL for Dynamics
Lec 10 MEL for Dynamics Create user windows Create customize shelf command icon Create and use of expression within MEL script Create and use of particle and rigid body dynamics panelbreakup exercise (The
More informationIntroduction to Game Programming. 9/14/17: Conditionals, Input
Introduction to Game Programming 9/14/17: Conditionals, Input Micro-review Games are massive collections of what-if questions that resolve to yes or no Did the player just click the mouse? Has our health
More informationIntel RealSense SDK Gesture Sequences Implemented in Unity* 3D
Intel RealSense SDK Gesture Sequences Implemented in Unity* 3D By Lynn Thompson When configuring gestures to control assets in a scene, it s important to minimize the complexity of the gestures and the
More informationVYLEPŠOVANIE KONCEPTU TRIEDY
VYLEPŠOVANIE KONCEPTU TRIEDY Typy tried class - definuje premenné a metódy (funkcie). Ak nie je špecifikovaná inak, viditeľnosť členov je private. struct - definuje premenné a metódy (funkcie). Ak nie
More informationQuick Start - Simple Motions
Quick Start - Simple Motions While this document is about building motions using code, there is another option. If all you re really needing to do is trigger a simple animation or chain of animations,
More information8iUnityPlugin Documentation
8iUnityPlugin Documentation Release 0.4.0 8i Jul 18, 2017 Contents 1 What is the 8i Plugin? 3 2 Why are we doing it? 5 3 Supported Unity Versions and Platforms 7 4 Supported Unity Versions and Platforms
More informationOxAM Achievements Manager
1 v. 1.2 (15.11.26) OxAM Achievements Manager User manual Table of Contents About...2 Demo...2 Version changes...2 Known bugs...3 Basic usage...3 Advanced usage...3 Custom message box style...3 Custom
More informationIntroduction. QuickStart and Demo Scenes. Support & Contact info. Thank you for purchasing!
RELEASE NOTES V.4.1 / JUNE.2017 Contents Introduction... 3 QuickStart and Demo Scenes... 3 Support & Contact info... 3 How to use the asset in your project... 4 Custom Editor Properties... 4 Grid Configuration:...
More informationAuto Texture Tiling Tool
Table of Contents Auto Texture Tiling Tool Version 1.77 Read Me 1. Basic Functionality...2 1.1 Usage...2 1.2 Unwrap Method...3 1.3 Mesh Baking...4 1.4 Prefabs...5 2. Gizmos and Editor Window...6 1.1 Offset...6
More informationUnity introduction & Leap Motion Controller
Unity introduction & Leap Motion Controller Renato Mainetti Jacopo Essenziale renato.mainetti@unimi.it jacopo.essenziale@unimi.it Lab 04 Unity 3D Game Engine 2 Official Unity 3D Tutorials https://unity3d.com/learn/tutorials/
More informationPixelSurface a dynamic world of pixels for Unity
PixelSurface a dynamic world of pixels for Unity Oct 19, 2015 Joe Strout joe@luminaryapps.com Overview PixelSurface is a small class library for Unity that lets you manipulate 2D graphics on the level
More informationDemo Scene Quick Start
Demo Scene Quick Start 1. Import the Easy Input package into a new project. 2. Open the Sample scene. Assets\ootii\EasyInput\Demos\Scenes\Sample 3. Select the Input Source GameObject and press Reset Input
More informationVisual Novel Engine for Unity By Michael Long (Foolish Mortals),
Visual Novel Engine for Unity By Michael Long (Foolish Mortals), michael@foolish-mortals.net http://u3d.as/nld Summary A light weight code base suitable for visual novels and simple cut scenes. Useful
More informationCE318: Games Console Programming
CE318: Games Console Programming Lecture 1: Introduction. C# & Unity3D Basics Diego Perez dperez@essex.ac.uk Office 3A.526 2014/15 Outline 1 Course Overview 2 Introduction to C# 3 Scripting in C# for Unity3D
More informationVirMuF Manual V 0.5 1
VirMuF Manual V 0.5 1 Contents Overview... 3 How it Works... 3 Installation... 3 Usage... 4 Navigation... 4 Inspection... 5 Information... 6 Measure... 6 Cross Section... 7 Light... 8 Related Web Links...
More information3D Starfields for Unity
3D Starfields for Unity Overview Getting started Quick-start prefab Examples Proper use Tweaking Starfield Scripts Random Starfield Object Starfield Infinite Starfield Effect Making your own Material Tweaks
More informationVEGETATION STUDIO FEATURES
VEGETATION STUDIO FEATURES We are happy to introduce Vegetation Studio, coming to Unity Asset Store this fall. Vegetation Studio is a vegetation placement and rendering system designed to replace the standard
More informationSerial Filler. Copyright 2016 Christopher Stanley
Serial Filler Copyright 2016 Christopher Stanley EasyNet is a serialization asset for Unity 5.1+. sequences of data a snap! It makes serializing and deserializing Examples In the Serial Filler\Examples
More informationClass Unity scripts. CS / DES Creative Coding. Computer Science
Class Unity scripts Rotate cube script Counter + collision script Sound script Materials script / mouse button input Add Force script Key and Button input script Particle script / button input Instantiate
More informationRay Cast Geometry. RayCast Node for Motion, Displacements and Instancing. New to The Ray Cast Geometry node has received an upgrade for 2018.
Ray Cast Geometry New to 2018 The Ray Cast Geometry node has received an upgrade for 2018. The Clipped Ray, Object item ID and Point Index of nearest vertex of the found intersection have been added as
More information8iUnityPlugin Documentation
8iUnityPlugin Documentation Release 0.4.0 8i Jun 08, 2017 Contents 1 What is the 8i Plugin? 3 2 Why are we doing it? 5 3 Supported Unity Versions and Platforms 7 i ii Welcome to the 8i Unity Alpha programme!
More informationUnderwater Manager (Optional)
Underwater Shaders - Version 1.5 Thank you for purchasing Underwater Shaders! Underwater Manager (Optional) The Underwater Manager prefab can be dragged into your scene. It is a simple game object with
More informationHigh level NavMesh Building Components
High level NavMesh Building Components Here we introduce four high level components for the navigation system: NavMeshSurface for building and enabling a navmesh surface for one agent type. NavMeshModifier
More informationPlanet Saturn and its Moons Asset V0.2. Documentation
Planet Saturn and its Moons Asset V0.2 Documentation Charles Pérois - 2015 Introduction 2 Table des matières 1. Introduction...3 2. Release Notes...4 3. How to Use...5 1. Set the scene...5 1. Set a scene
More informationUnity TicTacToe Tutorial Update
Unity TicTacToe Tutorial Update Step 4: Foundation game play There is clarification necessary to create the GridSpace C# script in the default PC installation as of 3/6/2018. When creating the GridSpace
More informationMotus Unitatis, an Animation Editor
Motus Unitatis, an Animation Editor Bryan Castillo, Timothy Elmer Purpose The Motus Unitatis Animator Editor allows artists and designers to edit and create short animated clips. With MU, a designer has
More informationTutorial: Options Menu Layout
Tutorial: Options Menu Layout This tutorial walks you through the steps to add a window title and avatar selection section, including adding the window title, adding the user profile section, configuring
More informationBonus Chapter 10: Working with External Resource Files and Devices
1 Bonus Chapter 10: Working with External Resource Files and Devices In this chapter, we will cover the following topics: Loading external resource files using Unity default resources Loading external
More information