How to Cheat in Unity 5
Routledge (Verlag)
978-1-138-42821-8 (ISBN)
How to Cheat in Unity 5 takes a no-nonsense approach to help you achieve fast and effective results with Unity 5
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
Alan Thorn is a freelance game developer, author and educator with 13 years of industry experience working on over 500 projects. He founded Wax Lyrical Games and created the award-winning game Baron Wittard: Nemesis of Ragnarok . He has written 15 books on game development and presented 10 video training courses online. He is also a visiting lecturer for the Game Design & Development MA degree at the National Film and Television School, London. Other books by Alan include Unity 4 Fundamentals , Master Unity Scripting and UDK Game Development . More information on Alan Thorn can be found at his website: http://www.alanthorn.net
IntroductionChapter 1: Editor CheatsChapter 2: Asset & Importing CheatsChapter 3: Scene, Component and GameObject CheatsChapter 4: Animation and TimeChapter 5: Persistence and AccessibilityChapter 6: Cameras, Rendering and LightingChapter 7: Coding & MonoDevelop TricksChapter 8: Performance and OptimizationChapter 9: Physics, Collisions and Path-FindingChapter 10: Debugging and BuildingIndex
Erscheinungsdatum | 07.10.2017 |
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Verlagsort | London |
Sprache | englisch |
Maße | 189 x 246 mm |
Gewicht | 453 g |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-138-42821-3 / 1138428213 |
ISBN-13 | 978-1-138-42821-8 / 9781138428218 |
Zustand | Neuware |
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