Symbols
3D Cartesian coordinate system 23
3D Spatial Blend 439
A
Action 241
advanced effects
Depth Map 419
High Dynamic Range (HDR) 419
using 418
AI techniques
bulletPrefab field, adding 291-298
AI techniques, with sensors 244
debugging, with Gizmos 255-263
three-filter sensors, creating with C# 244-250
three-filter sensors, creating with Visual Scripting 251-255
ambient lighting
configuring, with skyboxes 377-382
Android
reference link 642
Animation Controllers 545
Animator 545
Skinning Animation, using 537, 538
AR Foundation
tracking features, using 644-651
using 640
AR game
creating 663
player and enemies, spawning 663-666
player and enemy behavior, coding 666-672
configuring 99
importing 79
importing, from Asset Store 82-89
importing, from internet 80-82
importing, from Unity Packages 90
integrating 91
prototype base, replacing 103-106
terrain textures, integrating 91-94
textures, configuring 101, 102
Asset Store 79
used, for importing assets 82-89
audio
importing 429
importing, concepts 429
import settings, configuring 432-436
integrating 436
mixing 436
AudioClips 436
audio feedback
Audio Mixer
audio mixing 441
AudioSources 436
settings 438
audio types
ambient sound 430
music 430
sound effects (SFX) 430
Avatar Masks 552
axis gizmo 23
B
baked lighting 395
Baked mode 400
Blackboard 121
Bloom effect 421
enabling 423
Box Collider 29
breakpoints
debugging 632
performance, profiling 635-638
Built-in Renderer Pipeline (BIRP) 304
C
C# 112
Finite State Machines (FSMs), creating 264-267
used, for creating three-filter sensors 244-250
Canvas 452
used, for creating User Interface (UI) 452, 453
Canvas object types 456
graphics assets, integrating for UI 456-465
Canvas Scaler component 479
central processing unit (CPU) 32
Chromatic Aberration effect 414, 415
Cinemachine
camera behaviors, creating 571-575
dolly tracks, creating 575-578
used, for creating dynamic cameras 570
Collision reaction 193
collisions
detecting 193
Color Curves 427
complex simulations
creating, with Visual Effect Graph 349, 350
compression formats
ADPCM 435
PCM 435
Context 355
initialize particle 355
output particle quad 355
update particle 355
C# Script
common beginner errors 132-134
Cubemap 380
cutscenes
creating, with Timeline 578
D
Deferred Rendering 371, 375-377
depth bias 389
Depth Map 419
Development Builds 634
dots per inch (DPI) 528
draw call 374
draw calls 591
dynamic batching 596
dynamic cameras
creating, with Cinemachine 570
E
events
Collision events 193
Trigger events 193
event system 122
executable format
F
fields
using, in instructions 129-132
Filmbox (FBX) 539
Film Grain 418
Finite State Machines (FSMs) 243, 264
creating, in Visual Scripting 272-282
decision making 264
first-person-shooter (FPS) 102
fluid simulations
bonfire effect, creating 346-349
creating 344
waterfall effect, creating 344-346
Forward Rendering 371
Forward Vector 24
frames per second (FPS) 32, 349, 394
frustum culling 600
FSM actions
executing 283
G
game concept
Game Mode Object
GameObjects 18
G-Buffer 375
Gizmos 255
used, for debugging AI techniques with sensors 255-263
GLSL 300
graphics optimization 590, 598-602
CPU optimization techniques 609-613
CPU Usage Profiler, using 605-609
gray-boxing 21
H
HDR Rendering 419
High Definition Render Pipeline (HDRP) 304, 371
High Dynamic Range (HDR) 419
Highlights effect 425
I
Importing Assets process 16
import setting configuration
compressed in memory 433
decompress on load 433
streaming 433
Indirect Light 377
Input System
input mapping, creating 170-173
mapping, using in scripts 174-179
using 168
Inspector tool 29
instructions
in C# 123
Integrated Development Environment (IDE) 109
intelligent pathfinding 243
Inverse Kinematics (IK) 542
iOS
reference link 642
J
JetBrains Rider Editor package 125
Joint Photographic Experts Group (JPG) 16
K
Kinematic Collider 186
L
Layer Collision Matrix 190
Level of Detail (LOD) 598
lighting 371
ambient lighting, configuring with skyboxes 377-382
optimizing 395
Lightmapping UVs 397
lightmaps 395
reference link 404
Light Probes 405
long-term support (LTS) 2
Low Dynamic Range (LDR) 419
M
managers
memory optimization 613
Memory Profiler 638
Mesh Collider 182
MeshFilter component 29
Midtones effect 425
Mixed mode 400
mobile devices
building 651
modes
for frequent medium audio 434
for frequent short audio 434
for infrequent large audio 434
Motion Blur effect 417
movement
objects, moving through Transform 138-141
Movement Animations
MPEG Audio Layer 3 (MP3) 16
Multi-Pass Forward Renderer 372-374
versus Single Pass Forward Renderer 375
N
normal bias 390
O
object hierarchies 34
uses 36
object managers
Object Pool class
reference link 619
Object Pooling 216
objects
Object Variables 214
occlusion culling 600
OnDrawGizmos function 256
Overlap Sphere 251
P
panels 18
Panel Settings asset 529
parenting
particle systems 335
performant shadows
Peripheral Component Interconnect Express (PCI Express) 590
physics
used, for producing movements 200
Physics Collider 186
physics configuration 182
Physics events 193
Pixel Lighting 374
PlayerMovement script 138
Player Shooting Animations
Point Light 383
Portable Network Graphics (PNG) 16
Post-processing
Post Processing Stack version 2 (PPv2) 412
precalculating shadows 395
Prefab-instance relationship 39-42
primitive types
Box 182
Capsule 182
Sphere 182
ProBuilder 60
used, for creating shapes 60
Profiler
R
real-time lighting 395
Realtime mode 400
RectTransform 452
used, for positioning elements 453-456
relative positions
Responsive UI
creating 524
dynamic positioning and sizing 524-528
relative positions, using 530-536
Right Vector 24
Rigidbody 30
S
scene 17
purpose 18
saving 44
scene files
saving 45
scene template 20
Scene variables 213
ScoreOnDeath 211
Scriptable Render Pipeline (SRP) 304
Script Asset 118
Script Graph 118
scripting animations 557
Movement Animations, scripting 567-570
Player Shooting Animations, scripting 557-567
scripts
creating 108
transparency, applying 328-331
used, for creating shaders 310
Vertex Effects, creating 331-334
Shader Pipeline, stages
blending 303
culling 301
Depth Testing 302
Fragment Shader 302
Input Assembler 301
rasterizer 302
Vertex Shader 301
Shadow Acne 388
Shadow Cascades 391
Shadow effect 425
Shadow Map 386
shadows
applying 386
performant shadows, configuring 39-394
shapes
Shuriken particle systems 335, 336
advanced module, using 342-344
Single Pass Forward Renderer 372
versus Multi-Pass Forward Renderer 375
Singleton design pattern
used, for sharing variables 208-213
skeletal animations
skinned meshes 538
Skinned Mesh Renderer 548
Skinning Animation
skyboxes
used, for configuring ambient lighting 377-382
Soft Shadows 388
spawning 663
Split Toning 427
Spotlight 383
static batcher 597
Static Collider 186
applying, to static objects 404-408
static meshes 537
Streaming 433
Stylesheet Classes 520
System 355
T
Terrain tool
Height Maps, configuring 50-53
Height Maps, details adding 57-60
used, for creating landscape 48
TextMesh Pro 462
Textures
three-filter sensors
creating, with Visual Scripting 251-255
Timeline
animation clips, creating 57-581
intro cutscene, sequencing 581-586
used, for creating cutscenes 578
tonemapping 420
Transform Gizmo 23
Transform relationship 34
transparency
Trigger events
Trigger Kinematic Collider 187
Trigger Static Collider 186, 187
U
UI Builder 509
UI Documents
UI responsive
creating 473
object positions, adapting 474-477
object sizes, adapting 477-480
UI scripting 480
information, displaying 480-485, 488-495
Pause menu, programming 495-504
UI Stylesheets
used, for creating UI 508
Uniform Scaling 26
Unity
installing 1
installing, with Unity Hub 3-11
technical requirements 2
Unity Download Archive 7
Unity event functions
used, for improving code 231-241
Unity Hub
folder structure, exploring 14-16
used, for creating project 11-14
Unity Packages
used, for importing assets 90
Unity Profilers 638
Universal Render Pipeline (URP) 12, 95, 299, 300, 303-305, 350, 412, 597
Up Vector 24
URP Post-processing
User Interface (UI) 451
creating, with Canvas 452, 453
creating, with UI Toolkit 508
V
variables
scopes 214
sharing, with Singleton design pattern 208-213
sharing, with Visual Scripting 213-216
Vertex Effects
Vertex Lighting 375
Vertex Snapping 104
Visual Effect
reference link 362
used, for creating complex simulations 349, 350
Visual Script
Visual Scripting graph 107
Finite State Machines (FSMs), creating 272-282
used, for creating three-filter sensors 251-255
used, for sharing variables 213-216
Visual Scripting package 109
Visual Studio Editor package 125
VSync 606
W
Waveform Audio File Format (WAV) 16
White Balance 418
WYSIWYG (What You See Is What You Get) 20
Z
Z-Fighting 65
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