Index
A
- AccelRocket() function / Accessing the function from other scripts
- acoustic environments
- simulating, with Reverb Zones / Simulating acoustic environments with Reverb Zones, How to do it..., How it works...
- Audio Reverb Zone component, attaching / Attaching the Audio Reverb Zone component to Audio Sources
- active objects
- reducing, by making objects inactive / Reducing the number of active objects by making objects inactive whenever possible, How to do it..., How it works..., See also
- Add Event feature / Using Animation Events to throw an object
- AddObjectToScene( ) method / How it works...
- Albedo map
- about / Specular workflow, The metallic workflow
- alignment / How it works...
- Allegorithmic
- URL / Introduction
- Alpha Cutoff / How to do it...
- analogue clock
- displaying, URL / The Unity tutorial for animating an analogue clock
- animated characters
- rigid props, adding / Adding rigid props to animated characters, How to do it..., How it works...
- animation clip
- about / How it works...
- animation clips
- creating, from sprite sheet sequences / Creating animation clips from sprite sheet sequences, Getting ready, How to do it..., How it works...
- Animation Events
- used, for throwing object / Using Animation Events to throw an object, Getting ready, How to do it..., How it works...
- about / Using Animation Events to throw an object, How to do it...
- Animation Layers
- URL / There's more...
- Animation panel
- animations
- mixing, with Layers and Masks / Mixing animations with Layers and Masks, How to do it..., How it works...
- animation speed
- audio pitch, matching to / Matching the audio pitch to the animation speed, How to do it..., How it works...
- animation states
- organizing, into Sub-State Machines / Organizing States into Sub-state Machines, How to do it...
- Animation view
- URL / How it works...
- Animator Controller
- about / How it works...
- URL / There's more...
- Animator Controllers
- URL / How it works...
- Animator system / Configuring a character's Avatar and idle animation
- Apache / Getting ready
- Artificial Intelligence
- Artificial Intelligence (AI) / Introduction
- Asset Store
- URL / The big picture
- audio clip
- preventing, from restart / Preventing an Audio Clip from restarting if it is already playing, How to do it..., How it works...
- linking, with automatic destruction of object / Waiting for audio to finish playing before auto-destructing an object, How to do it..., How it works...
- Audio Listener / The big picture
- Audio Mixers
- used, for adding volume control / Adding volume control with Audio Mixers, How to do it..., How it works...
- Audio Production, playing with / Playing with Audio Production
- audio pitch
- matching, to animation speed / Matching the audio pitch to the animation speed, How to do it..., How it works..., There's more...
- Animation/Sound Ratio, changing / Changing the Animation/Sound Ratio
- functions, accessing from other scripts / Accessing the function from other scripts
- Audio Source component / The big picture
- Avatar Body Masks
- URL / There's more...
- Avatar skeleton
- configuring / How to do it..., How it works...
- Awake() method / How it works...
B
- Basic Controller component / How to do it...
- Bitbucket
- Bitmap2Material
- URL / There's more..., Tools
- Blender
- Blend Trees
- used, for moving character / Moving your character with root motion and Blend Trees, How to do it..., How it works...
- URL / There's more...
- BuildMaze( ) method / How it works...
C
- C# Lists and Dictionaries
- URL / How it works...
- CalculateBlipPosition( ) method / The CalculateBlipPosition(…) method
- cameras
- customizing / The big picture
- URL / The big picture
- Canvas render modes
- Screen Space - Overlay / The big picture
- Screen Space - Camera / The big picture
- World Space / The big picture
- CaptureScreenshot() function / There's more...
- character
- moving, with Root Motion / Moving your character with root motion and Blend Trees, How to do it..., How it works..., There's more...
- moving, with Blend Trees / Moving your character with root motion and Blend Trees
- Ragdoll physics, applying / Applying Ragdoll physics to a character, How to do it...
- torso, rotating / Rotating the character's torso to aim a weapon, How to do it..., How it works...
- character controller
- transforming, via script / Transforming the Character Controller via script, How to do it..., How it works...
- character movement events
- body parts, animating / Animating body parts for character movement events, How to do it..., How it works...
- CheckDeath() method / How it works...
- checkpoint / Choosing destinations – respawn to the most recently passed checkpoint
- childing / How to do it...
- Chorus / Playing with Audio Production
- cloudy outdoor environment
- simulating, with lights / Using lights and cookie textures to simulate a cloudy day, Getting ready, How to do it..., There's more...
- simulating, with cookie textures / Using lights and cookie textures to simulate a cloudy day, How to do it..., There's more...
- Spot Light cookies, creating / Creating Spot Light cookies
- Point Light Cookies, creating / Creating Point Light Cookies
- cohesion / How it works...
- component lookups
- caching, for code performance improvement / Cache GameObject and component references to avoid expensive lookups, How to do it...
- AverageDistance calculation / Method 1 – AverageDistance calculation
- cache array of Respawn object transforms / Method 2 – Cache array of Respawn object transforms
- cache reference to Player transform / Method 3 – Cache reference to Player transform
- Cache Players Vector3 position / Method 4 – Cache Player's Vector3 position
- cache reference to SimpleMath component / Method 5 – Cache reference to SimpleMath component
- Cache array of sphere Vector3 positions / Method 6 – Cache array of sphere Vector3 positions, How it works...
- computations
- spreading, over several frames with coroutines / Spreading long computations over several frames with coroutines, How to do it..., How it works...
- Unity log text files, retrieving / Retrieving the complete Unity log text files from your system
- Controller / How it works..., How to do it...
- coroutine method / How it works..., How it works...
- coroutines
- about / Executing methods regularly but independent of frame rate with coroutines
- using / Have different actions happening at different intervals
- used, for spreading computations over several frames / Spreading long computations over several frames with coroutines, How to do it..., How it works...
- URL / Spreading long computations over several frames with coroutines
- countdown timer
- displaying, graphically with UI Slider / Displaying a countdown timer graphically with a UI Slider, How to do it..., How it works...
- CrazyBum
- URL / There's more...
- CreatePrefabIInstance ( ) method / How it works...
- CreateRandomInstance() method / How it works...
- CreateRow( ) method / How it works...
- Cubemap / How it works...
- custom mouse cursor images
- setting / Setting custom mouse cursor images, How to do it..., There's more...
- for mouse over UI controls / Custom cursors for mouse over UI controls
- custom Reflection map
- adding, to scene / Adding a custom Reflection map to a scene, How to do it...
- coordinates, mapping / Mapping coordinates
- sharp reflections / Sharp reflections
- maximum size / Maximum size
- Cutout / How to do it...
D
- 2D GameObject
- 2D sprite controlled game
- creating / How to do it..., How it works...
- 3D cube controlled game
- creating / How to do it..., How it works...
- 3D GameObject
- 3D sounds / The big picture
- 3D Studio Max
- delegates and events
- used, for improving efficiency / Improving efficiency with delegates and events and avoiding SendMessage!, How to do it..., How it works...
- SendMessage( ) method, avoiding / Improving efficiency with delegates and events and avoiding SendMessage!, How to do it..., How it works...
- about / Improving efficiency with delegates and events and avoiding SendMessage!
- URL / How it works...
- design-time / Introduction
- Design-time / How it works...
- Detail maps
- adding, to material / Adding Detail maps to a material, How to do it..., How it works...
- di-graph (directed graph)
- Digital Audio Workstations (D.A.W) / The big picture
- digital clock
- displaying / Displaying a digital clock, How to do it..., How it works...
- analogue clock nimation, with Unity tutorial / The Unity tutorial for animating an analogue clock
- digital countdown timer
- displaying / Displaying a digital countdown timer, How to do it..., How it works...
- Directional Light
- used, for setting up environment / Setting up an environment with Procedural Skybox and Directional Light, How to do it..., How it works...
- Distortion / Playing with Audio Production
- Distributed Version Control Systems (DVCS)
- Do-It-Yourself (DIY) / Getting ready
- Do-It-Yourself performance profiling
- used, for identifying performance bottlenecks / Identifying performance "bottlenecks" with Do-It-Yourself performance profiling, How it works..., See also
- DrawBlip() method / The DrawBlip() method
- Draw Call Batching
- Ducking
- about / Balancing in-game audio with Ducking
- used, for balancing in-game audio / Balancing in-game audio with Ducking, How to do it..., How it works...
- applying, to soundtrack / How to do it...
- dynamic batching
- dynamic Dictionary<>
- multiple pickups of different objects, displaying via / How to do it..., How it works...
E
- Editor extension
- about / Introduction
- creating, for changing pickup type / An editor extension to allow pickup type (and parameters) to be changed at design time via a custom Inspector UI, How to do it..., How it works..., There's more...
- pickup parameters, custom editing / Offer the custom editing of pickup parameters via Inspector
- drop-down list of tags, adding to key-pickup / Offer a drop-down list of tags for key-pickup to fit via Inspector
- keys based on fitsLockTag, using / Logic to open doors with keys based on fitsLockTag
- [SerializeField], adding / The need to add [SerializeField] for private properties
- Unity documentation, URL / Learn more from the Unity documentation
- used, for adding 100 randomly located copies of prefab / An editor extension to add 100 randomly located copies of a prefab with one menu click, Getting ready, How to do it..., How it works...
- new GameObject, childing to single parent / Child each new GameObject to a single parent, to avoid filling up the Hierarchy with 100s of new objects
- completed progress, displaying with progress bar / A progress bar to display proportion completed of Editor extension processing, How to do it..., How it works...
- object-creator GameObject, creating / An editor extension to have an object-creator GameObject, with buttons to instantiate different pickups at cross-hair object location in scene, How to do it..., How it works..., Conclusion
- references / Conclusion
- Elegant Themes / The big picture
- Enlighten / Introduction
- environment
- setting up, with Procedural Skybox / Setting up an environment with Procedural Skybox and Directional Light, How to do it...
- setting up, with Directional Light / Setting up an environment with Procedural Skybox and Directional Light, How to do it...
- Events / How it works...
- EventSystem / How it works...
- EventSystem GameObject / The big picture
- external resource files
- loading, with Unity Default Resources / Loading external resource files – using Unity Default Resources, How to do it..., There's more...
- loading, by file downloading from Internet / Loading external resource files – by downloading files from the Internet, How it works...
- Texture, converting to Sprite / Converting from Texture to Sprite
- text file, downloading from Web / Downloading a text file from the Web
- WWW class / The WWW class and the resource contents
- resource contents / The WWW class and the resource contents
- loading, by manual files storage / Loading external resource files – by manually storing files in the Unity Resources folder, How to do it..., How it works...
- cross-platform problems, avoiding with Path.Combine() method / Avoiding cross-platform problems with Path.Combine() rather than "/" or "\"
F
- fading image
- displaying / Creating a message that fades away, How it works...
- Field of View (FOV) / The big picture
- FindAndDisplayBlipsForTag( ) method / The FindAndDisplayBlipsForTag(…) method
- flags / How it works...
- Flange / Playing with Audio Production
- FleeFromTarget( ) method / Constantly update NavMeshAgent destination to flee away from Player's character current location
- FPS
- about / Evaluating performance by measuring max and min frame rates (FPS), How it works...
- URL / Getting ready
- processing, reduction by runtime display turn off / Turn off runtime display to reduce FPS processing
- Freepik / The big picture
- Fungus open source dialog system
- about / Creating UIs with the Fungus open-source dialog system
- used, for creating UIs / Creating UIs with the Fungus open-source dialog system, How to do it..., How it works...
- URL / How to do it..., How it works...
- Fuse / The big picture
G
- game
- components / The big picture
- pausing / Pausing the game, How to do it..., How it works..., There's more...
- QualitySettings / Learning more about QualitySettings
- preventing, from running on unknown servers / Preventing your game from running on unknown servers, How to do it..., How it works...
- security, improving with full URLs / Improving security by using full URLs in your domain list
- redistribution, allowing with domains / Allowing redistribution with more domains
- game audio
- optimization / Game audio optimization
- Game Managers
- GameObject / Cache GameObject and component references to avoid expensive lookups
- GameObject.FindGameObjectsWithTag
- URL / There's more...
- game snapshots
- GarageBand / The big picture
- geometric primitive colliders / Physics engine optimization
- GitHub
- URL / Getting ready
- GitHub hosting
- used, for managing Unity project code / Managing Unity project code using Git version control and GitHub hosting, How to do it..., How it works...
- URL / Managing Unity project code using Git version control and GitHub hosting, Getting ready
- Git version control
- used, for managing Unity project code / Managing Unity project code using Git version control and GitHub hosting, Getting ready, How to do it..., How it works...
- URLs / Using the command line rather than Git-client application
- Global Illumination
- about / Introduction
- URL / Introduction
- Google / The big picture
- GUI / How it works...
- GUILayout method / Offer a drop-down list of tags for key-pickup to fit via Inspector
H
- Heightmap
- about / Getting ready, How it works...
- URL / How to do it...
- Hello World text message
- displaying / Displaying a "Hello World" UI text message, How to do it...
- working / How it works...
- substrings, styling with Rich Text / Styling substrings with Rich Text
- Horizontal Axis / How it works...
I
- Idle animation
- image
- displaying / Displaying an image, Getting ready
- in-game surveillance camera
- Inspector window
- using / Introduction, The big picture
- Interaction UI controls / The big picture
- interactive UI Slider value
- inventory items
- single items / The big picture
- continuous item / The big picture
- two or more of same item / The big picture
- collection of related items / The big picture
- collection of different items / The big picture
K
- KeepWithinMinMaxRectangle() method / How it works...
- KeyboardMovement() method / How it works...
L
- laser aim
- creating, with Line Renderer / Creating a laser aim with Projector and Line Renderer, How to do it..., How it works...
- creating, with Projector / Creating a laser aim with Projector and Line Renderer, How to do it..., How it works...
- Layers and Masks
- used, for mixing animations / Mixing animations with Layers and Masks, How to do it..., How it works...
- leaderboard
- setting up, with PHP/MySQL / Setting up a leaderboard using PHP/MySQL, How to do it..., How it works...
- full data, extracting as XML / Extracting the full leaderboard data as XML for display within Unity
- securing, with secret game codes / Using the secret game codes to secure your leaderboard scripts, See also
- Lighting window
- about / The Lighting window
- URL / The Lighting window
- Lightmaps
- URL / Lightmaps and Light Probes
- used, for lightining simple scene / Lighting a simple scene with Lightmaps and Light Probes, How to do it..., How it works...
- Light Probes
- about / Introduction
- URL / Lightmaps and Light Probes, How it works...
- used, for lightining simple scene / Lighting a simple scene with Lightmaps and Light Probes, How to do it..., How it works...
- lights
- about / Lights
- realtime modes / Lights
- baked modes / Lights
- intensity / Lights
- mixed modes / Lights
- shadow type / Lights
- color property / Lights
- range property / Lights
- directional light / Lights
- spot light / Lights
- point light / Lights
- area light / Lights
- types, URL / Lights
- environment lighting / Environment Lighting
- emissive materials / Emissive materials
- Projector / Projector
- Lightmaps / Lightmaps and Light Probes
- Light Probes / Lightmaps and Light Probes
- Lighting window / The Lighting window
- used, for simulating cloudy outdoor environment / Using lights and cookie textures to simulate a cloudy day, How to do it..., There's more...
- light sources
- creating / The big picture
- Line Renderer
- used, for creating laser aim / Creating a laser aim with Projector and Line Renderer, How to do it..., How it works...
- LOD groups
- used, for improving performance / Improving performance with LOD groups, How to do it...
- LOD renderers adding / Adding more LOD renderers
- LOD transitions, fading / Fading LOD transitions
- low coupling / How it works...
M
- Magic Wand Tool / How to do it...
- Main Camera / The big picture
- Mari
- URL / Tools
- material
- creating, with Standard Shader (Specular Setup) / Creating a basic material with Standard Shader (Specular setup), How to do it..., How it works...
- Normal maps, adding / Applying Normal maps to a material, How to do it..., How it works..., There's more...
- transparency, adding / Adding Transparency and Emission maps to a material, How to do it..., How it works...
- color emission, adding / Getting ready, How to do it..., How it works...
- texture maps, using with Transparent Mode / Using texture maps with Transparent Mode
- semi-transparent objects issues, avoiding / Avoiding issues with the semi-transparent objects
- light, emitting over objects / Emitting light over other objects
- highlighting, at mouse over / Highlighting materials at mouse over, How to do it...
- Detail maps, adding / Adding Detail maps to a material, How to do it..., How it works...
- maximum and minimum FPS
- Mecanim
- about / Introduction
- Mecanim system
- about / Introduction, The big picture, Using Animation Events to throw an object
- using / The big picture
- URL / There's more...
- Metallic workflow / Introduction
- methods
- implementing, at regular intervals independent of frame rate / How to do it..., How it works...
- mini-map
- displaying / Displaying a mini-map, How to do it..., How it works...
- narrower area, covering / Covering a wider or narrower area
- wider area, covering / Covering a wider or narrower area
- orientation, modifying / Changing the map's orientation
- adapting, to other styles / Adapting your mini-map to other styles
- Mixamo
- about / The big picture
- URL / The big picture
- Model-View-Controller (MVC) / The separation of view logic
- Motion Blur
- adding / Adding Motion Blur
- URL / Adding Motion Blur
- Move state / How it works...
- multiple cameras
- switching between / Switching between multiple cameras, How to do it...
- single-enabled camera, using / Using a single-enabled camera
- switch, triggering from events / Triggering the switch from other events
- multiple object pickups
- icons, revealing, by changing tiled image size / Revealing icons for multiple object pickups by changing the size of a tiled image, How to do it...
- multiple pickups, of same object
- displaying, with text totals / Displaying multiple pickups of the same object with text totals, Getting ready, How to do it..., How it works...
- displaying, with multiple status icons / Displaying multiple pickups of the same object with multiple status icons, How to do it..., How it works...
- multiple pickups of different objects
- displaying, as list of text / Displaying multiple pickups of different objects as a list of text via a dynamic List<> of PickUp objects, How to do it..., How it works...
- alphabetic sorting of items, implementing / Order items in the inventory list alphabetically
- displaying, as text totals / Displaying multiple pickups of different objects as text totals via a dynamic Dictionary<> of PickUp objects and "enum" pickup types, How to do it..., How it works...
- Multipurpose Camera Rig / The big picture
- mutually-exclusive radio buttons
- implementing, with Toggle Group / Adding more Toggles and a Toggle Group to implement mutually-exclusive radio buttons
N
- NavMeshAgent
- about / NPC NavMeshAgent to seek or flee destination while avoiding obstacles
- destination, updating to Players current location / Constantly updating the NavMeshAgent destination to Player's character current location
- destination, updating to flee away from Players current location / Constantly update NavMeshAgent destination to flee away from Player's character current location
- mini point-and-click game, creating / Create a mini point-and-click game
- NavMeshes
- using, for waypoints / More efficient to avoid using NavMeshes for waypoints
- nDo
- URL / There's more...
- NetHack
- about / Loading game data from a text file map
- URL / Getting ready
- Non-Player Character (NPC) / Introduction, Reducing the number of enabled objects by disabling objects whenever possible
- NormalisedPosition( ) method / The NormalisedPosition(…) method
- normalized value / The NormalisedPosition(…) method
- NormalMap Online feature
- URL / Getting ready
- Normal maps
- applying, to material / Applying Normal maps to a material, How to do it..., How it works...
- about / Getting ready
- resources / There's more...
- NPC NavMeshAgent
- instructing, to flee from destination / NPC NavMeshAgent to seek or flee destination while avoiding obstacles, How to do it..., How it works...
- instructing, to follow waypoints in sequence / NPC NavMeshAgent to follow the waypoints in a sequence, Getting ready, How to do it..., How it works...
O
- object-creator GameObject
- object group movement
- controlling, through flocking / Controlling the object group movement through flocking, Getting ready, How to do it..., How it works...
- object relative location
- indicating, with radar display / Displaying a radar to indicate the relative locations of objects, How to do it...
- Start() method, using / The Start() method
- Update() method, using / The Update() method
- FindAndDisplayBlipsForTag( ) method, using / The FindAndDisplayBlipsForTag(…) method
- NormalisedPosition( ) method, using / The NormalisedPosition(…) method
- CalculateBlipPosition( ) method, using / The CalculateBlipPosition(…) method
- DrawBlip() method, using / The DrawBlip() method
- objects
- reducing, by destroying objects at runtime / Reducing the number of objects by destroying objects at death a time, How to do it...
- destroying, after specified time / How to do it..., How it works...
- disabling, for reducing computer processing workload requirements / Reducing the number of enabled objects by disabling objects whenever possible, How to do it..., How it works...
- viewing, in Scene panel / Note – viewable in Scene panel still counts as visible!
- disabling, after OnTrigger() / Another common case – only enable after OnTrigger()
- observer design pattern / Improving efficiency with delegates and events and avoiding SendMessage!
- on/off UI Toggle
- displaying / How to do it...
- OnDrawGizmos() method / How it works..., How it works...
- OnEnable() method / How it works...
- OnInspectorGUI() method / How it works...
- OnTriggerEnter2D() method / How it works..., How it works...
- OpenDoor() method / Logic to open doors with keys based on fitsLockTag
- optimization
- references, URLs / Sources of more wisdom about optimization
- Orthographic mode / The big picture
P
- Paladin Studios
- panel / The big picture
- panel depths
- panels
- images, organizing / Organizing images inside panels and changing panel depths via buttons, How to do it...
- performance bottlenecks
- identifying, with performance Profiler / Identifying performance bottlenecks with the Unity performance Profiler, How to do it..., How it works...
- identifying, with Do-It-Yourself performance profiling / Identifying performance "bottlenecks" with Do-It-Yourself performance profiling, How to do it..., See also
- performance Profiler
- used, for identifying performance bottlenecks / Identifying performance bottlenecks with the Unity performance Profiler, How to do it...
- URL / Getting ready
- perspective 3D text message
- displaying / Displaying a perspective 3D text message, How to do it..., How it works...
- text, making to crawl / We have to make this text crawl like it does in the movie
- references, URL / Where to learn more
- Photoshop plug-in
- PHP/MySQL
- used, for setting up leaderboard / Setting up a leaderboard using PHP/MySQL, How to do it..., How it works...
- actions / How it works...
- Physically-Based Rendering
- about / Introduction, Resources
- references / Introduction, References
- Physically-Based Shaders / Introduction
- physics engine
- optimization / Physics engine optimization
- Picol / The big picture
- picture-in-picture effect
- creating / Creating a picture-in-picture effect, How to do it..., How it works..., There's more...
- creating, proportional to screens size / Making the picture-in-picture proportional to the screen's size
- position, modifying / Changing the position of the picture-in-picture
- preventing, from updating on every frame / Preventing the picture-in-picture from updating on every frame
- player data
- saving, with static properties / Saving and loading player data – using static properties, How to do it..., How it works...
- loading, with static properties / Saving and loading player data – using static properties, How to do it..., How it works...
- score, hiding / Hiding the score before the first attempt completed
- references / See also
- loading, with PlayerPrefs / Saving and loading player data – using PlayerPrefs, Getting ready, How to do it..., How it works...
- saving, with PlayerPrefs / Saving and loading player data – using PlayerPrefs, How to do it..., How it works...
- PlayerPrefs
- used, for loading player data / Saving and loading player data – using PlayerPrefs, How to do it..., See also
- used, for saving player data / Saving and loading player data – using PlayerPrefs, Getting ready, How it works..., See also
- URL / How it works...
- PlayerPrefs class
- using / The big picture
- PNG format / Creating and saving texture maps
- Point Light Cookies
- creating / Creating Point Light Cookies
- premature optimization
- ProBuilder 2.0 / Getting ready
- Procedural Skybox
- used, for setting up environment / Setting up an environment with Procedural Skybox and Directional Light, How to do it..., How it works...
- sun size parameter / How it works...
- atmosphere thickness parameter / How it works...
- sky tint parameter / How it works...
- ground parameter / How it works...
- exposure parameter / How it works...
- Procedural Skyboxes
- about / Introduction
- ProCore
- URL / Getting ready
- progress bar
- used, for displaying Editor extension progress / A progress bar to display proportion completed of Editor extension processing, Getting ready, How it works...
- Projector
- URL / Projector
- used, for creating laser aim / Creating a laser aim with Projector and Line Renderer, How to do it..., How it works...
- ProTools / The big picture
- PSD format / Creating and saving texture maps
- publish-subscribe design pattern (pubsub) / Improving efficiency with delegates and events and avoiding SendMessage!
Q
R
- radar
- displaying, for object relative location indication / Displaying a radar to indicate the relative locations of objects, Getting ready, How to do it..., How it works...
- radio buttons
- Ragdoll / How to do it...
- Ragdoll physics
- applying, to character / Applying Ragdoll physics to a character, How to do it..., How it works...
- Ragdoll wizard / How to do it..., How it works...
- random spawn point
- finding / How to do it..., How it works...
- ReadPixel function / There's more...
- record circle button / Animating button properties on mouse over
- Rect Transform
- URL / The big picture
- Rect Transform component / The big picture
- RectTransform extensions
- reflection / Improving efficiency with delegates and events and avoiding SendMessage!
- Reflection Probes
- about / Introduction
- used, for reflecting surrounding objects / Reflecting surrounding objects with Reflection Probes, How to do it..., How it works...
- Realtime Reflection Probes / How it works...
- baked / How it works...
- custom / How it works...
- URL / There's more...
- Reflection Sources
- about / Introduction
- respawn position
- creating / How to do it..., How it works...
- Reverb Presets / Making your own Reverb settings
- Reverb Zones
- used, for simulating acoustic environments / Simulating acoustic environments with Reverb Zones, How to do it..., How it works...
- Reverb settings, creating / Making your own Reverb settings
- Rich Text
- used, for styling substrings / Styling substrings with Rich Text
- URL / Styling substrings with Rich Text
- rigid props
- adding, to animated characters / Adding rigid props to animated characters, How to do it..., How it works...
- Root Motion
- used, for moving character / Moving your character with root motion and Blend Trees, How to do it..., How it works...
- applying / Transforming the Character Controller via script
- run-time / Introduction
S
- screen content
- textures, making from / Making textures from screen content, How to do it..., How it works..., There's more...
- textures, applying to material / Applying your texture to a material
- textures, using as screenshot / Using your texture as a screenshot
- scripted methods
- used, for moving elements / Moving up or down by just one position, using scripted methods
- script efficiency
- improving, tips / More tips for improving script efficiency
- Shader / Dynamic batching
- Shader Calibration Scene / Unity samples and documentation
- Shader Reference
- URL / How to do it...
- sibling depth
- implementing, with Toggle Group / The big picture
- simple scene
- lighting, with Lightmaps / Lighting a simple scene with Lightmaps and Light Probes, How to do it..., How it works...
- lighting, with Light Probes / Lighting a simple scene with Lightmaps and Light Probes, How to do it..., How it works...
- single object pickups
- displaying, with carrying text / Displaying single object pickups with carrying and not-carrying text, How to do it..., How it works...
- displaying, with not-carrying text / Getting ready, How to do it..., How it works...
- View logic separation / The separation of view logic
- displaying, with carrying icon / Displaying single object pickups with carrying and not-carrying icons, How to do it..., How it works...
- displaying, with not-carrying icon / Displaying single object pickups with carrying and not-carrying icons, How to do it..., How it works...
- slow motion effect
- implementing / Implementing slow motion, How to do it..., There's more...
- slider, customizing / Customizing the slider
- Motion Blur, adding / Adding Motion Blur
- sonic ambience, creating / Creating sonic ambience
- Smoothness maps / Specular workflow, The metallic workflow
- snapshots
- about / The big picture
- used, for creating dynamic soundtracks / Making a dynamic soundtrack with Snapshots, How to do it..., How it works...
- multiple audio clips need, reducing / Reducing the need for multiple audio clips
- Audio File Formats, dealing with / Dealing with audio file formats and compression rates
- compression rates, dealing with / Dealing with audio file formats and compression rates
- applying, to background noise / Applying Snapshots to background noise
- effects, using / Getting creative with effects, See also
- SourceTree
- Space-Time Tradeoff
- about / How it works...
- URL / How it works...
- SpaceGirl game
- about / Creating a simple 2D mini-game – SpaceGirl
- creating / How to do it..., How it works...
- spawn points
- selecting / Choosing destinations – find the nearest (or a random) spawn point, How to do it..., How it works...
- nearest spawn point, selecting / Choosing the nearest spawn point
- errors, avoiding due to empty array / Avoiding errors due to an empty array
- Specular Setup workflow / Introduction
- Spot Light cookies
- creating / Creating Spot Light cookies
- URL / Creating Spot Light cookies
- sprite
- flipping, horizontally / Flipping a sprite horizontally, How it works...
- sprite sheet
- animation clips, creating from / Creating animation clips from sprite sheet sequences, Getting ready, How to do it..., How it works...
- Standard Shader (Specular Setup)
- about / The big picture
- specular workflow / Specular workflow
- Metallic workflow / The metallic workflow
- other material properties / Other material properties
- Normal map / Other material properties
- occlusion map / Other material properties
- Heightmap / Other material properties
- emission map / Other material properties
- samples / Unity samples and documentation
- documentation / Unity samples and documentation
- used, for creating basic material / Creating a basic material with Standard Shader (Specular setup), How to do it..., How it works...
- texture type of image file, setting / Setting the texture type for an image file
- map, combining with color / Combining the map with color
- basic material, adapting to Metallic / Adapting a basic material from Specular setup to Metallic, How to do it..., How it works...
- Start() method / The Start() method
- state-driven behavior
- managing, with State Design Pattern / State-driven behavior using the State Design pattern, How to do it..., How it works...
- State Design Pattern
- used, for managing state-driven behavior / State-driven behavior using the State Design pattern, How to do it..., How it works...
- State Pattern
- static batching
- static properties
- used, for loading player data / Saving and loading player data – using static properties, How to do it..., How it works...
- used, for saving player data / Saving and loading player data – using static properties, Getting ready, How to do it..., How it works...
- stretched image
- displaying / How to do it..., How it works...
- Sprites and UI Image components, working with / Working with Sprites and UI Image components, See also
- Sub-State Machines
- animation states, organizing / Organizing States into Sub-state Machines, How to do it...
- substance files / Creating and saving texture maps
- Substance Painter
- URL / Tools
- surrounding objects
- reflecting, with Reflection Probes / Reflecting surrounding objects with Reflection Probes, How to do it..., How it works...
- Swarm class
- droneCount variable / How it works...
- dronePrefab variable / How it works...
- Drone variable / How it works...
- SwitchCamera function / How it works...
T
- Tags / There's more...
- telescopic camera
- text file map
- game data, loading / Loading game data from a text file map, Getting ready, How to do it..., How it works...
- text totals
- used, for displaying multiple pickups of same object / Displaying multiple pickups of the same object with text totals, Getting ready
- multiple pickups of different objects, displaying as / Displaying multiple pickups of different objects as text totals via a dynamic Dictionary<> of PickUp objects and "enum" pickup types
- texture maps
- creating / Creating and saving texture maps
- saving / Creating and saving texture maps
- three-frame animation clip
- three-state game
- creating, with single GameManager class / State-driven behavior Do-It-Yourself states, How to do it..., How it works...
- Toggle Groups
- User interaction Toggles button / Toggles and radio buttons via Toggle Groups, Getting ready, How it works...
- radio buttons, using / Toggles and radio buttons via Toggle Groups, How to do it..., How it works...
- tools
- torso, character
- track / Choosing destinations – respawn to the most recently passed checkpoint
- Trigger
U
- UI Buttons
- creating, for navigating between scenes / Creating UI Buttons to move between scenes, How to do it..., How it works...
- button mouse-over, visual animation / Visual animation for the button mouse-over
- button properties, animating on mouse over / Animating button properties on mouse over
- UI development
- reference URLs / Conclusion
- UI Grid Layout Groups
- used, for generalizing multiple icon displays / Generalizing multiple icon displays using UI Grid Layout Groups (with scrollbars!), How to do it..., How it works...
- horizontal scrollbar, adding to inventory display / Add a horizontal scrollbar to the inventory slot display
- PlayerInventoryDisplay, automation / The automation of PlayerInventoryDisplay getting references to all the slots
- grid cells, automated resizing / Automatically changing the grid cell size based on the number of slots in inventory
- help methods, adding to Rect Transform script class / Add some help methods to the Rect Transform script class
- UIs
- creating, with Fungus open source dialog system / Creating UIs with the Fungus open-source dialog system, How to do it..., How it works...
- UI Slider
- countdown timer, displaying graphically with / Displaying a countdown timer graphically with a UI Slider, How to do it..., How it works...
- Unity
- documentation, URL / Unity samples and documentation, There's more...
- coroutines, URL / How it works...
- URL / Constantly update NavMeshAgent destination to flee away from Player's character current location
- logs files, URL / Retrieving the complete Unity log text files from your system
- Unity 2D
- animation, creating / The big picture
- reference links / Conclusion
- Unity 2D platformer
- URL / Conclusion
- Unity 5
- sound / The big picture
- Unity 5 UI / The big picture
- Unity Cloud
- publishing, for multiple devices via / Publishing for multiple devices via Unity Cloud, How to do it..., How it works...
- references, URL / Learn more about Unity Cloud
- Unity Cloud Build
- URL / Getting ready
- Unity Default Resources
- used, for loading external resource files / Loading external resource files – using Unity Default Resources, How to do it..., There's more...
- used, for loading text files / Loading text files with this method
- used, for loading audio files / Loading and playing audio files with this method
- used, for playing audio files / Loading and playing audio files with this method
- Unity New GUI tutorial
- Unity project code
- managing, with Git version control / Managing Unity project code using Git version control and GitHub hosting, Getting ready, How to do it..., How it works..., There's more...
- managing, with GitHub hosting / Managing Unity project code using Git version control and GitHub hosting, How to do it..., How it works..., There's more...
- Distributed Version Control Systems (DVCS) / Learn more about Distributed Version Control Systems (DVCS)
- command line, using / Using the command line rather than Git-client application
- Unity Sprite Editor
- URL / How it works...
- Unity tags
- URL / How it works...
- Update() method / The Update() method
- UpdateScoreText class / How it works...
- UpdateStarText() method / How it works..., How it works...
- UpdateTimeDisplay() method / How it works...
- user interaction Input Field
- used, for text entry / Input Fields component for text entry, How to do it..., How it works...
- C# method, executing / Executing a C# method to respond each time the user changes the input text content
- User interaction Toggles
- User Interface (UI) element
- canvas / The big picture
- EventSystem GameObject / The big picture
- panel / The big picture
- visual UI controls / The big picture
- interaction UI controls / The big picture
- Rect Transform component / The big picture
- Sibling Depth / The big picture
- about / The big picture
- User Interface (UI) elements / Introduction
- about / The big picture
- UV channels / How to do it...
V
- Vector3 class / The big picture
- vertex attributes
- calculating / Dynamic batching
- vertex painting
- used, for reducing texture need / Reduce the need for textures by vertex painting
- Vertical Axis / How it works...
- volume control
- adding, with Audio Mixers / Adding volume control with Audio Mixers, How to do it..., How it works..., There's more...
W
- walkable parts / How to do it...
- water platform block
- WayPoint class
- waypoints
- NavMeshes, using / More efficient to avoid using NavMeshes for waypoints
- arrays, using / Working with arrays of waypoints
- WWW class
- using / The big picture
- URL / The WWW class and the resource contents
Y
- Yannick / The big picture
- yaw angle / The CalculateBlipPosition(…) method