
Unity 5 for Android Essentials
Beschreibung
Unity is a very popular and effective technology for creating 2D and 3D games and applications. The Unity rendering engine provides great real-time rendering of high quality graphics without too much cost and effort. It boasts industry leading multi-platform support and world class monetization and retention services for mobile games, making it the first choice for many game developers across the world. Unity 5 is a great starting point for game developers looking to develop stunning and robust games. Starting with a refresher on the basics of Unity 5, this book will take you all the way through to creating your first custom game. By the end of the book, you will understand how to work with all the aspects of Unity 5. You will quickly explore all the major key features of the Unity 5 engine and learn to implement real-world Android game and application features in practice. We begin by introducing how to set up the Android SDK on Windows and Mac OS X and configure Unity 5 settings for the Android platform. As you progress through the chapters, you will learn to implement innovative and user-friendly features with the aid of real-world examples. You will explore how to render high quality graphics with physically-based shaders and global illumination to enhance your project's performance. Building on this, you will then learn to transform your native C# and JavaScript code into Unity scripts. Best practices to improve your Android games will also be discussed to help you create games fast and efficiently. Finally, putting together all these concepts, you will learn to create your own Android game from scratch. This book will teach you how to harness the benefits of different tools to become proficient at game design and development processes.
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Inhalt
- Cover
- Copyright
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 1: Setting Up and Configuring an Android Platform
- Configuring Unity 5 for Android devices
- APK expansion files in Unity 5
- Overview
- Formats
- The updating process
- Setting up expansion files in Unity 5
- Building for Android devices
- Unity License Comparison Overview
- NavMeshes, pathfinding, and crowd simulation
- Level of Detail (LOD) support
- Audio filters
- Video playback and streaming
- Full-fledged streaming with asset bundles
- Hundred thousand Dollar turnover
- Mecanim - IK Rigs
- Mecanim - sync layers and additional curves
- Custom splash screen
- Build size stripping
- Lightmapping with global illumination and area lights
- HDR and tone mapping
- Occlusion culling
- Light probes
- Static batching
- Render-to-texture effects
- Fullscreen postprocessing effects
- Navmesh - dynamic obstacles and priority
- .NET socket support
- Profiler and GPU profiling
- Real-time directional shadows
- Script access to asset pipeline
- Summary
- Chapter 2: Accessing Android Functionality
- Creating Java and native C plugins for an Android platform
- Creating plugins in C
- Creating plugins in Java (Eclipse IDE)
- Writing Java code in plugin
- Turning on and off a hardware flashlight
- On Unity side
- Exporting and importing a JAR library from Eclipse into Unity
- Importing AndroidManifest
- Using Java plugins in Unity scripts
- Anti-piracy check
- Vibration
- Activity Indicator
- Screen orientation
- System information
- Accessing the Android sensors and features within Unity 5
- Acceleration
- Gyroscope
- Compass
- Summary
- Chapter 3: High-end Graphics for Android Devices
- Physically-based shaders
- Basic shader concepts
- The vertex shader
- The geometry shader
- The pixel/fragment shader
- Shading languages
- Cg
- Unity shaders in Cg
- A custom diffuse lighting model
- A basic reflection environment
- Masked texture reflection
- Lighting model techniques
- The Lit sphere model
- Realistic rendering
- Global illumination
- Practicing in shader optimization
- Best case practice
- Summary
- Chapter 4: Animation, Audio, Physics, and Particle Systems in Unity 5
- New mecanim animation features in Unity 5
- State machine behavior
- State machine transition
- Asset creation API
- Direct blend tree
- Programmatically creating assets by Unity 5 API
- Creating the controller
- Adding parameters
- Adding state machines
- Adding states
- Adding transitions
- Going deeper into new audio features
- Mood transitions
- Physics and particle system effects in Unity 5
- Particle system performance tips and tricks
- Legacy versus Shuriken Unity's built-in particle systems
- Particle system tips
- Summary
- Chapter 5: Asset Bundles in Unity 5 Pro
- An overview of the asset bundles in Unity 5
- Downloading new code and data in real time for Android devices
- Managing loaded asset bundles
- Asset bundles and binary data
- Asset bundles and scripts
- Asset bundle dependencies
- Safeness techniques in practice
- Summary
- Chapter 6: Optimization and Transformation Techniques
- Occlusion culling and level of detail in optimization techniques
- Optimizing by LOD
- Unity C# and Unity JS optimization tips and tricks
- Transforming Unity C# code into Unity JavaScript code and vice versa
- JavaScript variables and types
- C# variables and types
- Converting types in Unity JS
- Converting types in Unity C#
- Unity JS function versus Unity C# function
- Unity JS return versus Unity C# return
- Unity JS yielding versus Unity C# yielding
- Unity JS directives versus Unity C# directives
- Summary
- Chapter 7: Troubleshooting and Best Practices
- Measuring performance with the built-in Android profiler
- General CPU activity
- Rendering statistics
- Detailed Unity player statistics
- Detailed script statistics
- Detailed statistics on memory allocated by scripts
- Debugging Android devices with the Unity profiler tool
- Profiler timeline
- The CPU area
- The Rendering area
- Memory area
- The simple view
- The detailed view
- The audio area
- The physics area
- The GPU area
- Real-practice techniques
- The high-speed, off-screen particles technique in Unity
- The pool technique
- The scriptable profiler tool
- Unity profiler tricks
- Creating a simple profiler
- Summary
- Index
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Kopierschutz: Adobe-DRM (Digital Rights Management)
Systemvoraussetzungen:
- Computer (Windows; MacOS X; Linux): Installieren Sie bereits vor dem Download die kostenlose Software Adobe Digital Editions (siehe E-Book Hilfe).
- Tablet/Smartphone (Android; iOS): Installieren Sie bereits vor dem Download die kostenlose App Adobe Digital Editions oder die App PocketBook (siehe E-Book Hilfe).
- E-Book-Reader: Bookeen, Kobo, Pocketbook, Sony, Tolino u.v.a.m. (nicht Kindle)
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Bitte beachten Sie: Wir empfehlen Ihnen unbedingt nach Installation der Lese-Software diese mit Ihrer persönlichen Adobe-ID zu autorisieren!
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