Index
A
- Account button / Cloud and Account Buttons
- additional optimizations
- about / Additional optimizations
- level of detail (LOD) / Level of detail
- static colliders / Static colliders
- Amazon Web Services (AWS) / Lumberyard
- Android developing
- reference link / Android
- animation controller
- working / Working with the Animation Controller
- animations
- previewing / Previewing the animations
- Animator component
- reviewing / Reviewing the Animator component
- Application Programing Interface (API) / OpenVR
- Area light / Area light
- Artificial Intelligence (AI) / Editor
- assets
- about / Understanding assets and GameObjects
- packages / Asset packages
- acquiring, from Unity Asset Store / Hands-on with the Unity Asset Store
- assets menu / Assets
B
- Beetle Count
- scripting / Scripting the beetle count
C
- camera projections
- perspective projection / Understanding camera projections
- orthographic projection / Understanding camera projections
- cameras
- working / Working with cameras
- canvas
- working / Working with a canvas
- adding / Adding the canvas
- Capsule Collider
- fine-tuning / Fine-tuning the Capsule Collider
- component parameters / Fine-tuning the Capsule Collider
- character
- fine-tuning / Fine-tuning our character
- cherry-throwing capability
- adding / Adding the cherry-throwing capability
- creating / Creating a spot for the cherry
- cherry collection
- points, adding / Adding points based on cherry collection and combat hits
- CherryControl script
- writing / Writing a CherryControl script
- cherry picked
- points, adding / Adding points for each cherry picked
- Cherry Trees
- planting / Planting Cherry Trees
- Cherry UI components
- adding / Adding the cherry UI components
- Cloud button / Cloud and Account Buttons
- combat hits
- points, adding / Adding points based on cherry collection and combat hits
- component menu / Component
- cucumber beetle
- points, adding with cherry / Adding points for hitting a beetle with a cherry
- Cucumber Beetle game
- idea / Game idea
- input controls / Input controls
- winning and losing / Winning and losing
- Cucumber Beetle UI components
- Cucumber Count
- scripting / Scripting the cucumber count
- cucumber patch area
- creating, in sandbox / Creating a cucumber patch area in the sandbox
- cucumber patches
- planting / Planting Cucumber Patches, Planting cucumber patches
- prefabs, preparing / Planting Cucumber Patches
- adding, to terrain / Adding cucumber patches to our terrain
- Cucumber UI components
- custom assets
- incorporating, in game / Incorporating custom assets in our game
D
- 3D game engines
- about / Available 3D game engines
- CryENGINE / CryENGINE
- Lumberyard / Lumberyard
- Microsoft's XNA Game Studio / Microsoft's XNA Game Studio
- Unreal game engine / Unreal game engine
- 3D objects
- creating, in Unity / Creating 3D objects in Unity
- creating, with prefabs / Using prefabs
- creating / Using additional 3D objects
- defeat based
- scripting, on no cucumbers / Scripting defeat based on no cucumbers remaining
- scripting, for no lives remaining / Scripting defeat for no lives remaining
- development tools, virtual reality
- Oculus / Oculus
- GearVR / GearVR
- OpenVR / OpenVR
- PlayStation VR / PlayStation VR
- Directional light / Directional light
- directional lighting / Directional lighting
- dynamic content
- scripting / Scripting for dynamic content
E
- edit menu / Edit
F
- Facebook, configuring
- reference link / Facebook
- features, Unity
- file menu / File
- first-person shooter (FPS) / Unreal game engine
- frustum
- orientating / Orientating your frustum
G
- game
- considerations / The difficulty balance, Difficulty balance questions
- plan, implementing / Implementation plan
- game's audio
- planning / Planning our game's audio
- implementing / Implementing our game's audio
- audio assets, importing / Importing audio assets
- Cucumber Beetle audio, implementing / Implementing the Cucumber Beetle audio
- Cucumber Man audio, implementing / Implementing the Cucumber Man audio
- game's defeat conditions
- designing / Designing victory and defeat conditions
- implementing / Implementing defeat
- game's victory conditions
- designing / Designing victory and defeat conditions
- implementing / Implementing victory
- game character
- about / Game characters
- Cucumber Man / Cucumber Man
- Cucumber Beetle / Cucumber Beetle
- importing / Importing the game character
- game concept / Game concept
- game engine
- overview / Game engine overview
- for game genres / Game engines for specific game genres
- first-person shooters (FPS) / First-person shooters (FPS)
- third-person shooters (TPS) / Third-person games
- massively multiplayer online game (MMOG) / Other game genres
- GameObject menu / GameObject
- GameObjects / Understanding assets and GameObjects, Understanding GameObjects
- Gameplay
- layout / Gameplay
- condition / Starting condition
- point system / Point system
- Heads-Up Display (HUD) / Heads-Up Display
- creating / Collecting cherries from trees
- Cucumber Man, collisions detecting / Detecting collisions of Cucumber Man and cherry trees
- cherry trees, collisions detecting / Detecting collisions of Cucumber Man and cherry trees
- collection of cherries, simulating / Simulating the collection of cherries
- inventory, updating / Updating the inventory and HUD with cherry count
- Heads-Up Display (HUD), updating with cherry count / Updating the inventory and HUD with cherry count
- Game View / Game view
- GearVR
- reference link / GearVR
- Gizmo Toggles / Gizmo Toggles
- Graphics Processing Unit (GPU) / Development system requirements
- graphics processing unit (GPU) / CryENGINE
- graphics rendering
- optimizing / Optimizing graphics rendering
- occlusion culling / Occlusion culling
- lighting / Lighting
- mesh renderer / Mesh renderer
H
- Heads-Up Display (HUD)
- about / Heads-Up Display
- designing / Designing our Heads-Up Display
- components / Designing our Heads-Up Display
- updating, with lives remaining / Updating the HUD with lives remaining
- health
- decrementing / Decrementing health
- health bar
- scripting / Scripting the health bar
- Health Bar UI components
- adding / Adding the health bar UI components
- help menu / Help
- Hierarchy Window / Hierarchy window
- High Dynamic Range (HDR) / Working with cameras
I
- imported assets
- working with / Working with imported assets
- Cherry Trees, planting / Planting Cherry Trees
- cucumber patches, planting / Planting Cucumber Patches
- Inertial Measurement Units (IMUs) / Welcome to virtual reality
- input controls
- changing / Changing and refining input controls
- refining / Changing and refining input controls
- Inspector Window / Inspector window
L
- layers / Layers and Layouts
- layouts / Layers and Layouts, Layouts
- Layouts option / Window
- Learning AWS Lumberyard Game Development
- reference link / Lumberyard
- level of detail (LOD) / Level of detail
- lighting
- working with / Working with lighting
- directional lighting / Directional lighting
- point lighting / Point lighting
- Spot light / Spot lighting
- area lights / Area lighting
- light sources
- adding / Adding light sources
- Directional light / Directional light
- Point light / Point light
- Spot light / Spot light
- Area light / Area light
- Lives Remaining UI components
- creating / Creating the Lives Remaining UI components
- Lumberyard / Lumberyard
M
- massively multiplayer online game (MMOG) / Other game genres
- Mastering CryENGINE
- reference link / CryENGINE
- menu / Menu
- Mesh Renderer, components
- Light Probes / Understanding shadows
- Reflection Probes / Understanding shadows
- cast shadows / Understanding shadows
- receive shadows / Understanding shadows
- Microsoft XNA 4.0 Game Development
- reference link / Microsoft's XNA Game Studio
- mini-map
- creating / Creating a mini-map
- motor controls
- fine-tuning / Fine-tuning the motor controls
- multiple cameras
- using / Using multiple cameras
- Multisample Anti-Aliasing (MSAA) / Working with cameras
N
- non-player characters (NPCs)
- about / First-person shooters (FPS), Understanding the non-player characters
- importing, into game / Importing the non-player characters into our game
- animating / Animating our non-player characters
- incorporating, into game / Incorporating the non-player characters into our game
- animation controller, working / Working with the Animation Controller
- scripting / Scripting our non-player characters, Beetle patrol, Beetle finds and eats cucumber, Beetle attacks player on the ground, Beetle stands to attack
- scripts, organized / Getting organized
- NVIDIA / NVIDIA
- NVIDIA VR Samples / NVIDIA VR Samples
- NVIDIA VRWorks / NVIDIA VRWorks
O
- Oculus
- references / Oculus
- Oculus Integration / Oculus Integration
- Oculus Sample Framework / Oculus Sample Framework
- Oculus Stereo Shading Re-Projection Sample / Oculus Stereo Shading Re-Projection Sample
- Oculus VR / Oculus VR
- OpenVR
- reference link / OpenVR
P
- Paint Height tool / Creating our spawn points
- Paint Texture tool / Painting the terrain
- player's health
- updating / Updating the player's health
- player character
- about / Cucumber Man
- animating / Animating our player character
- player character's respawning
- scripting / Scripting the player character's respawning
- player controller
- configuring / Configuring a player controller
- script, reviewing / Reviewing the player controller script
- player settings / Player Settings
- PlayStation VR
- references / PlayStation VR
- Point light / Point light
- point lighting / Point lighting
- points manager script
- creating / Creating a points manager script
- prefabs
- used, for 3D objects creating / Using prefabs
- Profiler window
- using / Using the Profiler window
- about / Getting more out of the Profilers
- project organization
- about / Project organization , Organization
- custom assets / Custom assets
- standard assets / Standard assets
- Project Window / Project window
R
- real-time-strategy (RTS) / Game engine overview
- Reflection Probes
- implementing / Implementing reflection probes
S
- scale
- fine-tuning / Fine-tuning scale
- Scene View / Scene view
- scoring UI components
- adding / Adding the scoring UI components
- Screen Real Estate / Screen real estate
- Scriptable Rendering Pipelines (SRP) / Version 2018 – 2018
- scripts
- optimizing / Optimizing scripts
- code optimized, example / Optimized code example
- SDKs
- requisites / Requisite SDKs
- Oculus Utilities, for Unity / Requisite SDKs
- Oculus Avatar SDK / Requisite SDKs
- Oculus Platform SDK / Requisite SDKs
- Oculus Sample Framework, for Unity 5 project / Requisite SDKs
- Cubemap Viewer / Requisite SDKs
- Oculus Remote Monitor, for OS X / Requisite SDKs
- Oculus Remote Monitor, for Windows / Requisite SDKs
- audio packages / Requisite SDKs
- SDKs packages
- reference link / Requisite SDKs
- shadows / Understanding shadows, Introduction to Unity's lights and shadows, Shadows
- Skybox
- creating / Creating a Skybox
- Software Development Kit (SDK) / OpenVR
- Spot light / Spot lighting, Spot light
- system requisites
- about / System requirements
- developing / Development system requirements
- playback / Playback system requirements
T
- terrain
- creating / Creating the terrain
- height maps, working / Working with height maps
- importing / Importing the terrain
- shaping / Shaping the terrain
- smoothing / Smoothing our terrain
- spawn points, creating / Creating our spawn points
- painting / Painting the terrain
- terraforming, for Cucumber Man / Terraforming the terrain for our Cucumber Man
- terraforming, for Cucumber Beetles / Terraforming the terrain for our Cucumber Beetles
- sandbox area, designating / Designating a sandbox area
- cherry trees, planting / Planting additional cherry trees
- spawning sites, creating / Creating spawning sites
- cucumber patches, adding / Adding cucumber patches to our terrain
- cucumbers, adding / Adding cucumbers to our terrain
- third-person shooters (TPS) / Third-person games
- toolbar
- about / Toolbar
- transform tools / Transform tools
- Gizmo Toggles / Gizmo Toggles
- Account button / Cloud and Account Buttons
- Cloud button / Cloud and Account Buttons
- layers / Layers and Layouts
- layouts / Layers and Layouts
- Transform Gizmo Toggles / Gizmo Toggles
- transform tools / Transform tools
U
- Unite events
- reference link / Unity community
- Unity
- about / Unity – past, present, and future, The case for Unity
- Version 1.0 - 2005 / Version 1.0 - 2005
- Version 2.0 - 2007 / Version 2.0 - 2007
- Version 3.0 - 2010 / Version 3.0 - 2010
- Version 4.0 - 2012 / Version 4.0 - 2012
- Version 5.0 - 2015 / Version 5.0 - 2015
- Version 2017 - 2017 / Version 2017 - 2017
- Version 2018 – 2018 / Version 2018 – 2018
- features / Unity features
- community / Unity community
- downloading / Downloading Unity
- installing / Installing Unity
- Unity's audio system
- discovering / Discovering Unity's audio system
- audio basics / Unity audio basics
- Audio Mixer / Unity's Audio Mixer
- Unity's lights
- about / Introduction to Unity's lights and shadows
- light sources, adding / Adding light sources
- Unity's special effects
- discovering / Discovering Unity's special effects
- Particle System / Particle System
- Trail Renderer / Trail Renderer
- Unity Asset Store
- using / Using the Unity Asset Store
- Unity build
- creating / Creating builds
- process / Understanding the Unity build process
- settings / Build settings
- PC / PC, Mac, and Linux standalone
- Mac / PC, Mac, and Linux standalone
- Linux standalone / PC, Mac, and Linux standalone
- iOS / iOS
- tvOS / tvOS
- Android / Android
- HTML 5/WebGL / HTML 5/WebGL
- Facebook / Facebook
- Xbox One / Xbox One
- PlayStation 4 / PlayStation 4 and PlayStation Vita
- PlayStation Vita / PlayStation 4 and PlayStation Vita
- Unity menu / Unity
- Unity project
- configuring / Configuring your Unity project
- Unity standard asset package
- Unity technologies
- recommendations / Recommendations from Unity technologies
- about / Unity Technologies
- Unreal Engine, Game Development
- reference link / Unreal game engine
- user interface (UI) / Working with a canvas
V
- vegetation
- adding / Adding vegetation
- virtual reality
- about / Welcome to virtual reality
- development tools / Development tools
- enabling, in Unity / Enabling virtual reality in Unity
- Requisite SDKs / Requisite SDKs
- visual effects
- adding / Adding visual effects to our game
- point light, adding / Adding a Point light to our cherry trees
- special effect adding, particle system used / Add a special effect using the Particle System
- Vive Input Utility / Vive Input Utility
- Vive Media Decoder / Vive Media Decoder
- Vive software / Vive software
- Vive Stereo Rendering Toolkit / Vive Stereo Rendering Toolkit
W
- water plane
- adding / Adding water
- saving / Saving your work
- Window menu / Window