Symbols
3D game development, components
cameras 6
collision detection 10
coordinate systems 4
edges 6
faces 6
local space versus world space 5, 6
meshes 6
vectors 6
vertices 6
3D Geometry 104
3D puzzle adventure game
game loop 125
interaction 126
interactive volumes 142
rings 132
stairs interaction 126
tight spaces 140
3D sounds 242
2D ambience 251
ambient sounds, adding to game 249, 250
ambient sounds, filling out 251
audio listener part I 243
audio listener part II 246-249
using 242
A
Action Maps 74
Add node 218
Alpha version 28
Ambient Occlusion (AO) 213
analysis tools
Frame debugger 267
Profiler module 267
Andrewvscott
reference link 233
Angular Drag 146
animation
tagging, with events for sound 316-319
animation events
sound, triggering through 314-316
asset 18
architecture cleanup 283
cinematics 304
detail meshes 287
polishing effects 287
secondary animation 305
stylized pass on assets 279
B
backface culling 283
Beat Saber 151
Beta version 28
Blipsounds
reference link 233
blocking-out phase 90
bolt visual scripting 327
Codebase Compatibility 327
Debugging and Analysis 327
Ease of Use 328
Flow Graphs 327
Live Editing 327
State Graphs 327
broken pedestal 153
design 154
implementation 154
Build settings 258
architecture 259
autoconnect profiler 260
compression method 261
create Visual Studio solution 259
deep profiling support 260
development build 259
Scenes In Build block 258, 259
script debugging 260
scripts only build 261
server build 259
target platform 259
built-in rendering 30
C
cameras 6
canvas component 182
Additional Shader Channel 184
Render Mode options 184
render modes 183
Canvas Scaler 185
Scale With Screen Size 185, 186
center attribute 72
channel packing 221
character
designing 54
movement, scripting 68
need for 54
character controllers 67
built-in 68
Rigidbody 68
character rigging 58
animation-first thinking 58
bones and joints 61
controls 64
deformation 59
deformers 64
Forward Kinematics (FK) 62
Human Inverse Kinematics (HIK) system 66
Inverse Kinematics (IK) 62
physics-based animation 66
character script, for movement and rotations 68
code entry point 77
RequireComponent 78
cinematics 304
Codebase Compatibility 327
collection 123
Continuous 150
Continuous Dynamic 150
Continuous Speculative 151
Color node 218
compression method, Build settings
default 261
LZ4 261
LZ4HC 261
constraints, character rigging 62, 63
Constraints, Rigidbody component 151
control rig 61
controls, character 64
D
data types 41
bool 42
float 43
GameObject 44
integer/int 42
strings 43
Dead Space 170
Debugging and Analysis visual scripting 327
debug log 47
decrementer 47
deformers 64
Boolean keyword 283
Combine node 281
Multiply node 281
Normal Reconstruct Z node 281
Normal Strength node 282
Sample Texture 2D node 281
Scale and Bias nodes 281
Swizzle node 281
UV node 281
Digital Content Creation (DCC) 58, 220
doom-style controller 68
Drag, Rigidbody component 146
E
Ease of Use visual scripting 328
edge flow 59
edges 6
elements, sound design
layering 238
pitch 235
emissive map 210
envelope, sound design elements 233
attack sound 234
release sound 235
events for sound
used, for tagging animation 316-319
Extrude tool 113
extrusions 114
F
faces 6
facial deformation 59
final puzzle 154
design 155
implementation 155
static method 158
first-person shooters (FPSs) 124
Flow Graphs 327
for loop 47
versus while loop 48
Forward Kinematics (FK) 62
four-way tiling texture 290
Fragment Nodes 206
frame debugger 267
frequency, sound design elements 236, 237
functional testing 262
G
game design fundamentals 21
game mechanics 121
collection 123
design and implementation 124, 125
limitations 123
research 123
resource management 122
risk versus reward 122
spatial awareness 122
generic type 136
gimbal locking 82
Graphic Raycaster Component 187, 188
grayboxing 32
H
heads-up display (HUD) 171
heuristic design 22
High-Definition Rendering Pipeline (HDRP) 29-31
High-Level Shader Language (HLSL) 201
Human Inverse Kinematics (HIK) system 66
I
idle break animation 54
if statements 45
indirect baked lighting 306, 307
infinite loop 46
Info block, Rigidbody component 151, 152
insets 114
Integrated Development Environment (IDE) 37
interaction 121
design and implementation 124, 125
interaction UI implementation 195-197
interactive Unity UI Objects 188
interactive volumes 142
design 142
Internal UI 168
Interpolate 148
inventory systems 174
Inverse Kinematics (IK) 62
Is Kinematic boolean 147
item interaction system 175
iteration 116
iterative design or production 24
J
journal implementation 194, 195
L
Label 189
layering, sound design elements 238
Lerp node 219
lighting 305
overview 278
lighting, purpose
3D form 305
gameplay design 305
mood, providing 305
Unity lighting 306
Lit Shader Graph 203
Live Editing 327
localization testing 270
local space
versus world space 5, 6
Long-Term Support (LTS) release 28, 29
low barrier of entry 174
M
Machine Learning Agents (ML-Agents) 326
Main Preview 215
Mass property, Rigidbody 146
Ambient Occlusion (AO) 213
base color 208
metallic 209
normal 209
smoothness 210
Master Stack sections
Fragment 205
Vertex 205
Matchmaker 325
memory leak 270
meshes 6
meta-progression 120
Minecraft
game loop 120
Minimum Viable Product (MVP) 24, 34
mood board 88
movement-related scripts 69
multiplayer tools 323
multiplayer tools pillars
communication 325
creation 324
N
Narrative 168
Add node 218
Color node 218
Lerp node 219
Sample Texture 2D node 220
Saturate node 221
Split node 221
UV node 222
non-diegetic UI form 171
O
Object Oriented Programing 41
official release version 28
order of execution, for event functions
reference link 155
P
packages 20
paint holes tool 95
painting
details 104
Paint Terrain tool 94
parenting 63
Particle Systems 223
performance testing 263
Physically Based Rendering (PBR) 203
physics-based animation 66
physics interaction 152
pitch, sound design elements 235
plane 7
PlayerInput 72
polishing effects 287
Positional anchoring 182
premade shapes 115
installing 106
Object mode 108
shapes, editing 111
Window path 107
Profiler module 267
programming logic 44
prototyping 31
grayboxing 32
Minimum Viable Product (MVP) 34
vertical slice 34
wireframing or paper creation 31
puzzle sound
tree puzzle sound 255
R
Raising or Lowering Terrain brush 95
randomized pitch 321
randomized sounds
adding 319
real-time lighting 308
real-time strategy (RTS) games 122
refactoring 137
render mode options
Pixel Perfect 184
Sort Order 184
Target Display 184
render modes 183
Screen Space, camera option 183
Screen Space, overlay option 183
World Space canvas 184
research 123
resource management 122
ribbon rig 64
Rigidbody
design and implementation considerations 152
Angular Drag 146
Collision Detection 149
Constraints 151
Drag 146
Interpolate 148
Is Kinematic boolean 147
Mass 146
Use Gravity boolean 147
Rings puzzle 133
implementation 134
puzzle trigger volumes 134, 135
risk
versus reward 122
rocks falling 153
design 153
implementation 153
S
Sample Texture 2D node 220
Saturate node 221
scale 57
scenes 18
scriptable rendering pipeline (SRP) 30
built-in rendering 30
culling 30
High-Definition Rendering Pipeline (HDRP) 31
post-processing 30
rendering 30
Universal Rendering Pipeline (URP) 30
scroll view 190
sculpting tool 56
Shader Graph 201
Lit Shader Graph 203
Sprite Lit Shader Graph 204
Sprite Unlit Shader Graph 204
Unlit Shader Graph 204
Shader Graph interface 204
Blackboard 213
Main Preview 215
Shuriken system 223, 224, 292-296
sketches
sketching 86
SKYES Audio
reference link 233
soak testing 270
sound 231
designing, for scale 238
making, for game 239
overview 278
puzzle sound, rotating 254, 255
tree puzzle sound, adding 255
triggering, through player interaction 251
triggering, through Unity events 252, 253
sound design 232
elements 232
implementing, for project 239
sound design, for project
3D sounds 242
organizing 240
sound, playing 239
sound polish 314
animation, tagging with events 316-319
sound, triggering through animation events 314-316
source, sound design elements 232, 233
spatial awareness 122
spatial tooltip 178
spatial UI 171
Split node 221
Sprite Lit Shader Graph 204
Sprite Unlit Shader Graph 204
staging 89
stairs interaction 126
implementation 128
stair blocker 131
stamp tool 101
State Graphs 327
static objects 150
Stretched anchoring 182
string interpolation 47
T
telekinesis 152
ternary function 80
terrain
creating 91
lowering 95
painting 94
raising 95
stamping 101
testing
game testing 261
localization testing 270
performance testing 263
soak testing 270
text 189
tight spaces 140
design 140
implementation 141
Tiling And Offset node 289
Time node 289
transform 4
Transform component 18
U
UI elements 173
health representation 175
inventory systems 174
item interaction system 175
main menu 174
Unity
building with 257
canvas component 182
Canvas Scaler 185
Graphic Raycaster component 187, 188
Unity concepts 18
asset 18
GameObject (GO) 18
packages 20
prefabs 20
scenes 18
script 19
setting up 37
Unity events
sound, triggering through 252, 253
Unity Gaming Services (UGS)
bolt visual scripting 327
Machine Learning Agents (ML-Agents) 326
multiplayer tools 323
XR plugin 326
Unity Hub 28
Unity interface 11
scene view and hierarchy 11, 12
Unity lighting 306
mixed lighting 306
Unity project 28
scriptable rendering pipeline (SRP) 30
template, selecting 29
Unity Hub 28
Unity Terrain 90
Unity UI 179
implementation 192
Universal Rendering Pipeline (URP) 7, 29, 30
Unlit Shader Graph 204
Use Gravity boolean 147
user experience (UX) 271
branding 271
design 271
initial problem 272
usability 271
user guidance 56
in project 175
non-diegetic 171
spatial 171
using directive 40
UV node 222
V
variables 41
vectors 6
vertical slice 34
vertices 6
nodes 229
visual effects
overview 200
visual elements 188
visual Unity UI Objects 188
W
while loop
debug log 47
decrementer 47
string interpolation 47
versus while loop 48
world space 5
X
XR plugin 326