Index
A
B
C
D
- 2D Colliders
- 3D Colliders
- data
- Deferred Shading
- dictionaries
- Dispose() method / Custom CPU Profiling
- distance-squared
- dots
- dot syntax
- Draw Call
- Dynamic Batching
- Dynamic Colliders
E
- Editor
- empty callback declarations
- enemy, gameplay
- EventSystem
- Execution Order
- exterior environment, first person shooter
- creating, project overview / Project overview
- creating, objectives / Your objectives
- creating, prerequisites / Prerequisites
- creating, project setup / Project setup
- level design, planning / Level design 101 – planning
- terrain / Introduction to terrain
- creating, with terrain / Exterior environment – terrain
- color, adding to terrain / Adding color to our terrain – textures
- textures, adding / Adding color to our terrain – textures
- multiple textures, adding to terrain / Adding multiple textures to a terrain
- water, adding / Adding water
- trees, adding / Adding trees
- details, adding with Paint Details tool / Adding in details – grass
- atmosphere, building / Building atmosphere
- challenges / Challenges
- exterior environment, first tree
- exterior environment, level design documents
- external tips
F
G
- game
- game, building
- GameManager
- GameObject
- GameObject null reference check
- GameObjects
- gameplay
- gameplay loop
- game programming patterns
- GameView
- garbage collection, managed memory
- Garbage Collector
- Global Illumination system
- global messaging system
- golden rule
- GPU Profiling / GPU profiling
- grayboxing
- greedy methods / CPU Area
- greyboxing
- grid snapping / Placing tiles with grid snapping
- GUI control, level editor
- GUIUtility.hotControl
H
- Hashtable
- hashtable
- header text object
- heap / Managed memory
- HeightMaps
- high score
- hotkey tips, Editor
I
- ICO converter
- IMGUI control
- Immediate Mode GUI system (IMGUI)
- immutable Reference types
- InControl input manager
- inheritance / Implementing player movement
- Inno Setup software
- input keys
- Input Manager
- Inspector, Unity
- Inspector tab
- installer
- instance
- instantiating
- inter-object communication issue
- interface tips, Editor
- Intermediate Language To C++ (IL2CPP)
- InvokeRepeating
- IsAlive property / Message cleanup
- IsNumberEven method / Loops in statements
- issue
- items
- iTween
J
L
- Lazy Singleton / Keeping score
- LearningScript
- level
- level, versus designed levels
- level design
- level editor
- project overview / Project overview
- objectives / Your objectives
- prerequisites / Prerequisites
- about / Level editor – introduction
- lists, implementing / Lists
- data, adding / Level editor – adding/removing walls at runtime
- data, removing / Level editor – adding/removing walls at runtime
- toggling / Level editor – toggling editor, GUI, and selecting additional tiles
- additional tiles, selecting / Level editor – toggling editor, GUI, and selecting additional tiles
- GUI events, handling / Level editor – toggling editor, GUI, and selecting additional tiles
- levels, saving / Level editor – saving/loading levels to file
- levels, loading / Level editor – saving/loading levels to file
- FileStreams, implementing / FileStreams
- BinaryFormatter, using / BinaryFormatter
- LevelGenerator
- LevelGenerator class
- Level Of Detail (LOD)
- level piece
- Lighting and Shadowing
- lighting optimization
- lightmapping
- List
- List<T>
- lists
- loops
M
- Mac App Store
- main menu buttons
- main menu level
- Managed Domain / Unity memory domains
- Managed Heap / Managed memory
- mass values
- Materials
- Maximum Allowed Timestep / Maximum Allowed Timestep
- meaningless data (noise)
- Mecanim / Animator
- memory bandwidth, back end bottlenecks
- memory usage optimization
- mesh
- Mesh Collider
- method
- method parameters
- methods
- Microsoft's C# scripting documentation
- mobile graphics optimization
- modulo
- Mono
- MonoBehaviour Unity documentation
- MonoDevelop / Implementing player movement
- MonoDevelop, and Unity
- MonoDevelop code editor
- Mono platform
- multiword variable names
N
O
P
- parameters
- parameters, method
- parentheses
- pass by reference / Pass by value and pass by reference
- passing by value / Pass by value and pass by reference
- performance-enhancing techniques
- performance analysis
- Physics Engine internals / Physics and time
- physics performance optimizations
- about / Physics performance optimizations
- scene setup / Scene setup
- Static Colliders, using / Use Static Colliders appropriately
- Collision Matrix, optimizing / Optimize the Collision Matrix
- discrete collision detection, preferring / Prefer discrete collision detection
- FixedUpdate frequency, modifying / Modify the FixedUpdate frequency
- Maximum Allowed Timestep, adjusting / Adjust the Maximum Allowed Timestep
- cast and bounding-volume checks, minimizing / Minimize cast and bounding-volume checks
- complex Mesh Colliders, avoiding / Avoid complex Mesh Colliders
- physics objects, allowing to sleep / Let physics objects sleep
- Solver Iteration Count, modifying / Modify Solver Iteration Count
- ragdolls, optimizing / Optimizing ragdolls
- physics, using / Know when to use physics
- upgrading, to Unity 5 / Consider upgrading to Unity 5
- pivots / Adding a header text object
- Play button
- player, side-scrolling platformer
- PlayerController
- PlayerController.cs / PlayerController.cs
- player movement
- player prefab
- PlayerPrefs
- PlayerSettings class
- Playmaker
- PlayOneShot function
- Polygon Collider 2D
- polygon count
- prefab pooling
- private variables
- ProBuilder
- Procedural Materials
- Profiler.enableBinaryLog method / Saving and loading Profiler data
- Profiler.enabled method / Saving and loading Profiler data
- Profiler.logFile method / Saving and loading Profiler data
- Profiling and Analysis
- project
- Project tab
- props, first-person shooter
- protected / Repeating background script
- public variables
Q
R
S
- scene setup
- ScreenToWorldPoint
- script
- ScriptableObjects
- script files, creating in Unity
- scripting / Scripting 101
- scripting tips
- scriptphobia
- SendMessage() method
- Shader
- Shaders, intended for mobile platforms
- using / Consider using Shaders intended for mobile platforms
- small data types, using / Use small data types
- changing precision, avoiding / Avoid changing precision while swizzling
- swizzling / Avoid changing precision while swizzling
- GPU-optimized helper functions, using / Use GPU-optimized helper functions
- unnecessary features, disabling / Disable unnecessary features
- unnecessary input data, removing / Remove unnecessary input data
- necessary variables, exposing / Only expose necessary variables
- mathematical complexity, reducing / Reduce mathematical complexity, Reduce texture lookups
- conditional statements, avoiding / Avoid conditional statements
- data dependencies, reducing / Reduce data dependencies
- Surface Shaders / Surface Shaders
- Shader-based LOD, using / Use Shader-based LOD
- Shadow Cascades feature
- shooting gallery game
- project overview / Project overview
- objectives / Your objectives
- prerequisites / Prerequisites
- project setup / Project setup
- environment, creating / Creating the environment
- target, adding / Adding a target
- duck, animating with Unity's animation system / Animating the duck using Unity's animation system
- Unity animations, playing via code / Playing Unity animations via code
- animations, modifying with iTween / Animation using iTween
- moving targets, creating / Creating moving targets
- many targets, creating / Creating many targets
- waves of targets, creating / Creating waves of targets
- time limit, adding / Adding in a time limit
- Score/High Score, adding / Adding in Score/High score
- PlayerPrefs / PlayerPrefs
- challenges / Challenges
- reference links / Challenges
- shop
- side-scrolling platformer
- sine waves
- singleton class
- singleton pattern / Singletons
- sixbyseven studio / Constructing geometry with brushes
- skinning / GPU Skinning
- skybox / Building atmosphere
- Sparse Texturing
- spherical harmonics / Forward Rendering
- sprites
- stack / Managed memory
- Start() method
- Static Batching
- Static Colliders
- synchronization
T
- tag property
- Tappy Plane game
- temporary work buffers / Temporary work buffers
- Terragen
- terrain
- terrain editing tools
- Terrain Engine
- Text Assets
- Texture / Texture files
- texture files
- texture performance enhancements
- the MSDN C# Programming Guide
- tiles, first-person shooter
- tileset
- tools
- Total Allocated block / Threaded garbage collection
- Transform changes
- triggers
- twin-stick shooter game
- project overview / Project overview
- objectives / Your objectives
- prerequisites / Prerequisites
- setting up / Setting up the project
- scene, creating / Creating our scene
- scripting 101 / Scripting 101
- player movement, implementing / Implementing player movement
- shooting behavior / Shooting behavior
- enemies, creating / Creating enemies
- GameController, adding / Adding GameController to spawn enemy waves
- particle systems, for enemy explosion / Particle systems for enemy explosion
- sound effects/music, adding / Adding in sound effects/music
- points, adding / Adding in points, score, and wave numbers
- wave numbers, adding / Adding in points, score, and wave numbers
- score, adding / Adding in points, score, and wave numbers
- publishing / Publishing the game
- Twinstick Shooter project
U
V
W
X
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