Index
A
- alpha testing / Practicing in shader optimization
- Android, features
- anti-piracy check / Anti-piracy check
- vibration / Vibration
- Activity Indicator / Activity Indicator
- screen orientation / Screen orientation
- system information / System information
- Android acceleration
- accessing, inside Unity / Acceleration
- Android Developers Documentation page
- URL / The updating process
- Android Development Tools (ADT) / Creating plugins in Java (Eclipse IDE)
- Android device
- hardware flashlight, turning off / Turning on and off a hardware flashlight
- hardware flashlight, turning on / Turning on and off a hardware flashlight
- Android devices
- Unity 5, configuring for / Configuring Unity 5 for Android devices
- applications, building for / Building for Android devices
- gyroscope access, providing on / Gyroscope
- compass access, providing on / Compass
- new code and data, downloading in real time for / Downloading new code and data in real time for Android devices
- debugging, with Unity profiler tool / Debugging Android devices with the Unity profiler tool
- AndroidManifest
- importing / Importing AndroidManifest
- Android NDK
- Android platform
- Java plugins, creating for / Creating Java and native C plugins for an Android platform
- native C plugins, creating for / Creating Java and native C plugins for an Android platform
- Android plugin test
- scene, creating for / On Unity side
- Android sensors
- anisotropic filtering (AF)
- reference link / Building for Android devices
- anti-aliasing
- about / Building for Android devices
- APK expansion file, Unity 5
- about / APK expansion files in Unity 5
- overview / Overview
- main / Overview
- patch / Overview
- formats / Formats
- updating process / The updating process
- setting up / Setting up expansion files in Unity 5
- applications
- building, for Android devices / Building for Android devices
- area lights / Lightmapping with global illumination and area lights
- AssetBundle / An overview of the asset bundles in Unity 5
- asset bundle dependencies / Asset bundle dependencies
- asset bundles
- and binary data / Asset bundles and binary data
- and scripts / Asset bundles and scripts
- best practices / Safeness techniques in practice
- asset bundles,Unity 5
- overview / An overview of the asset bundles in Unity 5
- Asset creation API / Asset creation API
- assets, creating by Unity 5 API
- about / Programmatically creating assets by Unity 5 API
- controller, adding / Creating the controller
- parameters, adding / Adding parameters
- state machines, adding / Adding state machines
- states, adding / Adding states
- transitions, adding / Adding transitions
- audio area, Unity profiler tool
- about / The audio area
- audio features / Going deeper into new audio features
- audio filters
- about / Audio filters
B
- basic shader concepts
- about / Basic shader concepts
- vertex shader / The vertex shader
- geometry shader / The geometry shader
- pixel/fragment shader / The pixel/fragment shader
- binary data
- and asset bundles / Asset bundles and binary data
- build size stripping / Build size stripping
- built-in Android profiler
- performance, measuring with / Measuring performance with the built-in Android profiler
C
- C
- plugins, creating in / Creating plugins in C
- C#
- types / C# variables and types
- variables / C# variables and types
- C for Graphics / Cg
- Cg
- about / Cg
- Unity shaders / Unity shaders in Cg
- compass access
- providing, on Android devices / Compass
- CPU area, Unity profiler tool / The CPU area
- crowd simulation
- custom diffuse lighting model
- writing / A custom diffuse lighting model
- basic reflection environment / A basic reflection environment
- masked texture reflection / Masked texture reflection
- custom splash screen / Custom splash screen
D
- direct blend tree / Direct blend tree
- directional lights
- about / Building for Android devices
- Directional Shadow Details
- reference link / Building for Android devices
- directives, for shader optimization
- approxview / Practicing in shader optimization
- halfasview / Practicing in shader optimization
- noforwardadd / Practicing in shader optimization
- exclude_path*prepass / Practicing in shader optimization
- noambient / Practicing in shader optimization
- nolightmap / Practicing in shader optimization
- display buffer
E
- Eclipse
- JAR library, exporting from / Exporting and importing a JAR library from Eclipse into Unity
- emitter / Particle system performance tips and tricks
F
- features
- accessing, within Unity 5 / Accessing the Android sensors and features within Unity 5
- frustum culling
- full-fledged streaming, with asset bundles
- fullscreen postprocessing effects / Fullscreen postprocessing effects
- functions, asset bundle
- AssetBundle.Load / Downloading new code and data in real time for Android devices
- AssetBundle.LoadAsync / Downloading new code and data in real time for Android devices
- AssetBundle.LoadAll / Downloading new code and data in real time for Android devices
G
- GameObject / The pool technique
- geometry shader
- about / The geometry shader
- global illumination
- about / Global illumination
- Google Play OBB Downloader
- GPU area, Unity profiler tool
- about / The GPU area
- GPU profiling / Profiler and GPU profiling
- gyroscope access
- providing, on Android devices / Gyroscope
H
- Handheld classes / Using Java plugins in Unity scripts
- hard shadows
- about / Building for Android devices
- High Dynamic Range (HDR) / HDR and tone mapping
- Hundred Thousand Dollar Turnover condition / Hundred thousand dollar turnover
I
- Input classes / Using Java plugins in Unity scripts
- Inverse Kinematics (IK)
- about / Mecanim – IK Rigs
J
- JAR library
- exporting, from Eclipse / Exporting and importing a JAR library from Eclipse into Unity
- importing, into Unity / Exporting and importing a JAR library from Eclipse into Unity
- Java (Eclipse IDE)
- plugins, creating in / Creating plugins in Java (Eclipse IDE)
- Java code
- writing, in plugin / Writing Java code in plugin
- Java plugins
- creating, for Android platform / Creating Java and native C plugins for an Android platform
- using, in Unity scripts / Using Java plugins in Unity scripts
- JavaScript
- variables / JavaScript variables and types
- types / JavaScript variables and types
K
- kinematic Rigidbody
- about / Physics and particle system effects in Unity 5
- usage examples / Physics and particle system effects in Unity 5
L
- Lambert / A custom diffuse lighting model
- legacy particle system
- versus Shuriken built-in particle system / Legacy versus Shuriken Unity's built-in particle systems
- Level Of Detail (LOD)
- lighting model techniques
- about / Lighting model techniques
- Lit sphere model / The Lit sphere model
- lightmapping, with global illumination / Lightmapping with global illumination and area lights
- light probes / Light probes
- Lit sphere model
- about / The Lit sphere model
- loaded asset bundles
- managing / Managing loaded asset bundles
M
- main expansion file
- about / Overview
- Mecanim
- mecanim animation features, Unity 5
- about / New Mecanim animation features in Unity 5
- state machine behavior / State machine behavior
- state machine transition / State machine transition
- Asset creation API / Asset creation API
- direct blend tree / Direct blend tree
- assets, creating / Programmatically creating assets by Unity 5 API
- audio features / Going deeper into new audio features
- mood transitions / Mood transitions
- memory area, Unity profiler tool
- about / The Memory area
- simple view / The simple view
- detailed view / The detailed view
- mood transitions / Mood transitions
N
- .NET socket support / .NET socket support
- native C plugins
- creating, for Android platform / Creating Java and native C plugins for an Android platform
- Navmesh / NavMesh – dynamic obstacles and priority
- NavMeshes
O
- occlusion culling / Occlusion culling
- occlusion culling (OC) / Occlusion culling and level of detail in optimization techniques
P
- packed array / Cg
- Particle class
- URL, for properties / Legacy versus Shuriken Unity's built-in particle systems
- particle system
- tips / Particle system tips
- particle system effects
- about / Physics and particle system effects in Unity 5
- performance tips and tricks / Particle system performance tips and tricks
- patch expansion file
- about / Overview
- pathfinding
- performance, measuring with built-in Android profiler
- about / Measuring performance with the built-in Android profiler
- general CPU activity / General CPU activity
- statistics, rendering / Rendering statistics
- detailed Unity player statistics / Detailed Unity player statistics
- detailed script's statistics / Detailed script statistics
- detailed statistics, on memory allocated by scripts / Detailed statistics on memory allocated by scripts
- physically-based shaders
- about / Physically-based shaders
- basic shader concepts / Basic shader concepts
- shading languages / Shading languages
- custom diffuse lighting model / A custom diffuse lighting model
- lighting model techniques / Lighting model techniques
- realistic rendering / Realistic rendering
- physics
- physics area, Unity profiler tool
- about / The physics area
- pixel/fragment shader
- about / The pixel/fragment shader
- plugin
- Java code, writing in / Writing Java code in plugin
- plugins
- creating, in C / Creating plugins in C
- creating, in Java (Eclipse IDE) / Creating plugins in Java (Eclipse IDE)
- profiler / Profiler and GPU profiling
R
- real-practice techniques
- about / Real-practice techniques
- high-speed, off-screen particles technique / The high-speed, off-screen particles technique in Unity
- pool technique / The pool technique
- real-time directional shadows / Real-time directional shadows
- realistic rendering
- about / Realistic rendering
- render-to-texture effects / Render-to-texture effects
- Rendering area, Unity profiler tool / The Rendering area
- Rigidbody
S
- scene
- creating, for Android plugin test / On Unity side
- scriptable profiler tool
- about / The scriptable profiler tool
- script access, to asset pipeline / Script access to asset pipeline
- scripts
- and asset bundles / Asset bundles and scripts
- shader optimization
- about / Practicing in shader optimization
- directives / Practicing in shader optimization
- best case practice / Best case practice
- shading languages
- about / Shading languages
- Cg / Cg
- Unity shaders, in Cg / Unity shaders in Cg
- Shuriken built-in particle system
- versus legacy particle system / Legacy versus Shuriken Unity's built-in particle systems
- simple profiler
- creating / Creating a simple profiler
- state machine behavior
- about / State machine behavior
- state machine transition / State machine transition
- static batching / Static batching
- streaming
- about / Video playback and streaming
T
- tearing
- about / Building for Android devices
- timeline, Unity profiler tool / Profiler timeline
- tone mapping / HDR and tone mapping
- types
- converting, in Unity JS / Converting types in Unity JS
- converting, in Unity C# / Converting types in Unity C#
U
- Unity
- JAR library, importing into / Exporting and importing a JAR library from Eclipse into Unity
- Android acceleration, accessing inside / Acceleration
- Unity 5
- configuring, for Android devices / Configuring Unity 5 for Android devices
- APK expansion files / APK expansion files in Unity 5
- features, accessing within / Accessing the Android sensors and features within Unity 5
- mecanim animation features / New Mecanim animation features in Unity 5
- Unity C#
- optimization tips, and tricks / Unity C# and Unity JS optimization tips and tricks
- types, converting in / Converting types in Unity C#
- Unity C# code
- transforming, to Unity JavaScript code / Transforming Unity C# code into Unity JavaScript code and vice versa
- Unity C# directives
- versus Unity JS directives / Unity JS directives versus Unity C# directives
- Unity C# function
- versus Unity JS function / Unity JS return versus Unity C# return
- Unity C# return
- versus Unity JS return / Unity JS return versus Unity C# return
- Unity C# yielding
- versus Unity JS yielding / Unity JS yielding versus Unity C# yielding
- UnityFlashlightActivity / Writing Java code in plugin
- Unity JavaScript code
- transforming, to Unity C# code / Transforming Unity C# code into Unity JavaScript code and vice versa
- Unity JS
- optimization tips and tricks / Unity C# and Unity JS optimization tips and tricks
- types, converting in / Converting types in Unity JS
- Unity JS directives
- versus Unity C# directives / Unity JS directives versus Unity C# directives
- Unity JS function
- versus Unity C# function / Unity JS return versus Unity C# return
- Unity JS return
- versus Unity C# return / Unity JS return versus Unity C# return
- Unity JS yielding
- versus Unity C# yielding / Unity JS yielding versus Unity C# yielding
- Unity License Comparison Overview
- about / Unity License Comparison Overview
- URL / Unity License Comparison Overview
- NavMeshes / NavMeshes, pathfinding, and crowd simulation
- pathfinding / NavMeshes, pathfinding, and crowd simulation
- crowd simulation / NavMeshes, pathfinding, and crowd simulation
- Level of Detail (LOD) support / Level of Detail (LOD) support
- audio filters / Audio filters
- streaming / Video playback and streaming
- video playback / Video playback and streaming
- full-fledged streaming, with asset bundles / Full-fledged streaming with asset bundles
- Hundred Thousand Dollar Turnover / Hundred thousand dollar turnover
- Mecanim / Mecanim – IK Rigs
- sync layers / Mecanim – sync layers and additional curves
- additional curves / Mecanim – sync layers and additional curves
- custom splash screen / Custom splash screen
- build size stripping / Build size stripping
- High Dynamic Range (HDR) / HDR and tone mapping
- tone mapping / HDR and tone mapping
- occlusion culling / Occlusion culling
- light probes / Light probes
- static batching / Static batching
- render-to-texture effects / Render-to-texture effects
- fullscreen postprocessing effects / Fullscreen postprocessing effects
- Navmesh / NavMesh – dynamic obstacles and priority
- .NET socket support / .NET socket support
- profiler / Profiler and GPU profiling
- GPU profiling / Profiler and GPU profiling
- real-time directional shadows / Real-time directional shadows
- script access, to asset pipeline / Script access to asset pipeline
- UnityPlayerActivity / Writing Java code in plugin
- Unity Pro / An overview of the asset bundles in Unity 5
- Unity profiler
- tricks / Unity profiler tricks
- Unity profiler tool
- Android devices, debugging with / Debugging Android devices with the Unity profiler tool
- profiler timeline / Profiler timeline
- CPU area / The CPU area
- Rendering area / The Rendering area
- memory area / The Memory area
- audio area / The audio area
- physics area / The physics area
- GPU area / The GPU area
- Unity scripts
- Java plugins, using in / Using Java plugins in Unity scripts
V
- variables, Unity
- reference link / System information
- Vertex Buffers Objects (VBO) / The Rendering area
- vertex shader
- about / The vertex shader
- vertical blank (VBlank)
- about / Building for Android devices
- video playback
- about / Video playback and streaming