Tips and Tricks for Game Development
E-Book, Englisch, 296 Seiten
ISBN: 978-1-317-62271-0
Verlag: CRC Press
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
How to Cheat in Unity 5 takes a no-nonsense approach to help you achieve fast and effective results with Unity 5. Geared towards the intermediate user, HTC in Unity 5 provides content beyond what an introductory book offers, and allows you to work more quickly and powerfully in Unity. Packed full with easy-to-follow methods to get the most from Unity, this book explores time-saving features for interface customization and scene management, along with productivity-enhancing ways to work with rendering and optimization. In addition, this book features a companion website at www.alanthorn.net, where you can download the book’s companion files and also watch bonus tutorial video content.
- Learn bite-sized tips and tricks for effective Unity workflows
- Become a more powerful Unity user through interface customization
- Enhance your productivity with rendering tricks, better scene organization and more
- Better understand Unity asset and import workflows
- Learn techniques to save you time and money during development
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Daten / Datenbanken Datenbankdesign & Datenbanktheorie
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Programmierung: Methoden und Allgemeines
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Digitales Video
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Digitale Animation
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion Informationsarchitektur
Weitere Infos & Material
Introduction
Chapter 1: Editor Cheats
Chapter 2: Asset & Importing Cheats
Chapter 3: Scene, Component and GameObject Cheats
Chapter 4: Animation and Time
Chapter 5: Persistence and Accessibility
Chapter 6: Cameras, Rendering and Lighting
Chapter 7: Coding & MonoDevelop Tricks
Chapter 8: Performance and Optimization
Chapter 9: Physics, Collisions and Path-Finding
Chapter 10: Debugging and Building
Index