How to Cheat in Unity 5 1st edition by Alan Thorn – Ebook PDF Instant Download/DeliveryISBN: 1317622715, 9781317622710
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Product details:
ISBN-10 : 1317622715
ISBN-13 : 9781317622710
Author : Alan Thorn
Looking to become more efficient using Unity? 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
How to Cheat in Unity 5 1st Table of contents:
1 Editor Cheats
1.1 Working with Components
1.2 Working with the Object Inspector
1.3 Working with Viewports
1.4 Customizing the Editor
1.5 Editor Logging
1.6 Networking Issues
1.7 External Image Editor
2 Asset and Importing Cheats
2.1 Native versus Exported Mesh Formats
2.2 FBX Scale Fix
2.3 Mesh, Materials, and Importing
2.4 Texture Sizes and Cross-Platform Design
2.5 Assets and Run-Time Loading
2.6 Organizing and Searching Assets
2.7 Level of Detail (LOD)
2.8 Alpha Textures
2.9 Assets and Dependencies
2.10 Formats, Sizes, and Compression
3 Scene, Component, and GameObject Cheats
3.1 The Power of Empties
3.2 SendMessage and BroadcastMessage
3.3 Empties and Visibility
3.4 Snapping and Rounding
3.5 Searching and Tagging
3.6 Object Sorting in the Hierarchy Panel
3.7 Lines with the Line Renderer
3.8 Procedural Geometry
3.9 Camera Frustum Drawing
3.10 First-Person Mesh Renderer
3.11 Filling the Screen with Color
4 Animation and Time
4.1 DeltaTime
4.2 Coroutines and Yield
4.3 Animation Clips and Events
4.4 Animation Curves
4.5 Animating UVs
4.6 Pausing a Game
4.7 FixedUpdate versus Update versus LateUpdate
4.8 Importing Animated Meshes
4.9 Shape Keys
5 Persistence and Accessibility
5.1 Player Preferences
5.2 XML and Binary Files: Serialization
5.3 JSON Parsing
5.4 Transferring Data between Scenes— with GameObjects
5.6 Global Functionality with Singletons
5.7 Handling Errors with Log Files
5.8 Validating Data
6 Cameras, Rendering, and Lighting
6.1 Camera Depth
6.2 Split-Screen Games
6.3 Render Textures
6.4 Orthographic Cameras
6.5 Camera Shaking
6.6 Reflections and Reflection Probes
6.7 Lighting and Maps
6.8 Light Probes
7 Coding and MonoDevelop Tricks
7.1 Caching
7.2 Code Commenting and Organization
7.3 Attributes
7.4 Platform-Dependent Compilation and Global Defines
7.5 Working with Events
7.6 MonoDevelop: Refactoring Variables and Functions
7.7 MonoDevelop: Quick Navigation and Tasks
7.8 MonoDevelop: Code Readability
8 Performance and Optimization
8.1 Rendering Statistics: The Stats Panel
8.2 Draw Calls and Batching
8.3 Avoid Reflection: Event Systems
8.4 Use Atlas Textures
8.5 Optimizing Meshes
8.6 MipMaps
8.7 Miscellaneous Rendering Optimizations
8.8 Shader Complexity
8.9 Updates and Coroutines
8.10 FixedUpdate and Time Steps
8.11 Static and Dynamic Arrays
8.12 Audio
9 Physics, Collisions, and Pathfinding
9.1 Building Navigation Meshes
9.2 Off-Mesh Links
9.3 Random Locations, Nearest Locations, and Queries
9.4 Mouse or Tap Picking
9.5 Frustum Checking
9.6 Microgravity: Jumpy Physics
9.7 Cloth Simulation
9.8 Triggers and Region Marking
10 Debugging and Building
10.1 Debug.Log Statements
10.2 Overriding ToString
10.3 Error Logging
10.4 Debugging with MonoDevelop
10.5 Gizmos
10.6 Trace Points in MonoDevelop
10.7 Debugging the Globals
10.8 Script Execution Order
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