Index
A
- AddExplosionForce() function / Engage thrusters
- AddForce() function / Classified intel
- addshadow parameter / #pragma surface
- AddWayPoint() function / Objective complete – mini debriefing
- AI behavior
- features / Why is it awesome?
- hotshot objectives / Your Hotshot objectives
- mission checklist / Mission checklist
- Waypoint script, creating / Creating the Waypoint and WaypointsContainer scripts, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- WaypointsContainer script, creating / Creating the Waypoint and WaypointsContainer scripts, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- custom editor, creating for WaypointsContainer script / Creating a custom editor for the WaypointsContainer script, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- enemy movement, creating with AI script / Creating the enemy movement with the AI script, Engage thrusters, Objective complete – mini debriefing, Classified intel
- hit-point UI, creating / Creating a hit-point UI, Engage thrusters, Objective complete – mini debriefing
- mission accomplished / Mission accomplished
- hotshot challenges / Hotshot challenges
- AI character
- creating / Mission briefing
- AI script
- enemy movement, creating with / Creating the enemy movement with the AI script, Engage thrusters, Objective complete – mini debriefing, Classified intel
- Albedo
- alpha parameter / #pragma surface
- alphatest$VariableName parameter / #pragma surface
- Ambient light
- Animations inspector
- about / The Animations inspector
- URL, for information / The Animations inspector
- animation splitting
- URL, for information / Engage thrusters
- animation transitions
- URL, for information / Classified intel
- animator controller
- approxview parameter / #pragma surface
- Awake() function
- about / Engage thrusters, Awake()
- example / Awake()
- AwayFromWayPoint() function / Objective complete – mini debriefing
B
- Blend Tree
- about / Blend Tree
- URL / Blend Tree
- Blinn-Phong
- bool data type
- about / Data types
- BroadcastMessage() function
- about / BroadcastMessage
- BroadcastMessage method / Objective complete – mini debriefing
- Bump map
C
- C#
- C# user
- about / Variable declaration
- CameraControl script
- CanShoot() function / Engage thrusters
- about / Classified intel
- casting
- about / Casting
- ceil(x) method / Common methods to create shaders
- Cg/HLSL programming
- about / Cg/HLSL Programming
- shader properties, accessing / Accessing shader properties in Cg/HLSL
- data types / Data types
- methods used, to create shaders / Common methods to create shaders
- Cg/HLSL variables
- properties, mapping to / Accessing shader properties in Cg/HLSL
- Cg parameter
- character
- controlling, with PlayerController_2D class / Controlling the character with the PlayerController_2D class, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- character animation
- character control
- third-person camera, creating for / Creating a third-person camera to follow our character, Engage thrusters, Classified intel
- character control project
- overview / Mission briefing
- features / Why is it awesome?
- Hotshot objectives / Your Hotshot objectives
- requisites / Mission checklist
- character animation, setting up / Setting up character animation and level, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing
- animator controller, creating / Creating an animator controller, Engage thrusters, Objective complete – mini debriefing
- character control script, creating / Creating a character control script, Engage thrusters, Objective complete – mini debriefing
- mission accomplished / Mission accomplished
- Hotshot challenges / Hotshot challenges
- CharacterControl script
- character control script
- character sprite
- creating / Engage thrusters, Objective complete – mini debriefing
- CheckMax() function / Engage thrusters, Objective complete – mini debriefing
- class declarations
- about / Class declarations
- collider
- Comparer<T> class
- URL / Classified intel
- CompareTo() function / Creating the UserData and Hiscore scripts
- CompareTo() method
- URL / Classified intel
- components, code snippet
- about / Objective complete – mini debriefing
- name / Objective complete – mini debriefing
- display / Objective complete – mini debriefing
- property type / Objective complete – mini debriefing
- default / Objective complete – mini debriefing
- ConstantForce component
- const keyword / Objective complete – mini debriefing
- coroutine
- about / Coroutines, The yield instruction and coroutine
- example / Coroutines
- Coroutines
- about / Coroutines
- cross(A, B) method / Common methods to create shaders
- custom editor
- creating, for WaypointsContainer script / Creating a custom editor for the WaypointsContainer script, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- custom lighting model
- Custom Style feature
- Custom Styles property / Engage thrusters
D
- 2D character
- setting up, from sprite sheet / Prepare for lift off
- 2D level
- 2D platform game project
- overview / Mission briefing
- features / Why is it awesome?
- Hotshot objectives / Your Hotshot objectives
- requisites / Mission checklist
- 2D level, setting up / Prepare for lift off, Engage thrusters, Objective complete – mini debriefing
- collider, setting up / Prepare for lift off, Engage thrusters, Objective complete – mini debriefing
- 2D character, creating from sprite sheet / Prepare for lift off
- character sprite, creating / Engage thrusters, Objective complete – mini debriefing
- character, controlling with PlayerController_2D class / Controlling the character with the PlayerController_2D class, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- trigger event, creating for key game object / Creating a key, door, and replay button, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing
- trigger event, creating for door game object / Creating a key, door, and replay button, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing
- trigger event, creating for replay button / Creating a key, door, and replay button, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing
- mission accomplished / Mission accomplished
- Hotshot challenges / Hotshot challenges
- 3D Studio Max
- tips, for users / Tip for 3Ds Max users
- decal$add parameter / #pragma surface
- decal$blend parameter / #pragma surface
- Deferred Lighting
- delegate function / Classified intel
- destructible wall
- Diffuse map
- dot(a, b) method / Common methods to create shaders
- Drag
- about / Engage thrusters
- dualforward parameter / #pragma surface
E
- EditorApplication.hierarchyWindowChanged() function / Engage thrusters
- EditorGUILayout object / Objective complete – mini debriefing
- enemy movement
- creating, with AI script / Creating the enemy movement with the AI script, Engage thrusters, Objective complete – mini debriefing, Classified intel
- enum type / Engage thrusters
- EQUIPMENT tab
- EquipWindow() function / Engage thrusters
- Event class
- about / Engage thrusters
- event function / Classified intel
- exclude_path$forward parameter / #pragma surface
- exclude_path$prepass parameter / #pragma surface
- Exit Time parameter / Classified intel
F
- FBX import
- URL, for information / Setting up character animation and level
- features
- adding, to CharacterControl script / Adding new features to the CharacterControl and CameraControl scripts, Engage thrusters, Objective complete – mini debriefing
- adding, to CameraControl script / Adding new features to the CharacterControl and CameraControl scripts, Engage thrusters, Objective complete – mini debriefing
- features, 2D platform game project / Why is it awesome?
- features, character control project / Why is it awesome?
- final
- about / Engage thrusters
- final keyword / Objective complete – mini debriefing
- FindProperty
- Fixed Angle
- fixed data type
- about / Data types
- FixedUpdate() function
- about / Engage thrusters, Classified intel, FixedUpdate()
- and Update() function, difference between / FixedUpdate()
- example / FixedUpdate()
- F key / Prepare for lift off
- float data type
- about / Data types
- floor(x) method / Common methods to create shaders
- foreach keyword
- about / The foreach keyword
- Forward
- fullforwardshadows parameter / #pragma surface
- function
- defining / Function/method definitions
- function keyword
- about / Function/method definitions
G
- generic functions
- about / Classified intel
- generics
- about / Generics
- GetDirection() function / Objective complete – mini debriefing
- GetDirectionToPlayer() function / Objective complete – mini debriefing
- get keyword / Engage thrusters
- getters/setters
- properties with / Properties with getters/setters
- GetWaypointAtIndex() function / Classified intel
- Gizmos
- about / Gizmos
- Gizmos() function / Mission accomplished
- Gizmos.DrawIcon() function
- about / Engage thrusters
- Gizmos.DrawLine()
- about / Engage thrusters
- Gizmos.DrawWireSphere() function
- about / Engage thrusters
- Gizmos object
- GUI.BeginGroup() function / Engage thrusters, Classified intel, Mission accomplished
- GUI.BeginScrollView() function / Classified intel
- GUI.DragWindow() function / Classified intel
- GUI.SelectionGrid
- URL / Classified intel
- GUI.SelectionGrid parameter / Objective complete – mini debriefing
- GUI.tooltip parameter / GUI.tooltip
- GUI class
- URL / Classified intel
- GUILayout class / Classified intel
- URL / Classified intel
- GUI object
- about / Mission briefing
- GUI skin
- customizing, with GUISkin feature / Customizing skin with GUISkin, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- GUISkin feature
- GUI skin, customizing with / Customizing skin with GUISkin, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
H
- halfasview parameter / #pragma surface
- half data type
- about / Data types
- Half Lambert
- Half Lambert lighting
- high score
- UserData script, creating / Creating the UserData and Hiscore scripts
- Hiscore scripts, creating / Creating the UserData and Hiscore scripts
- LocalHiscore script, creating / Saving and loading the local high score
- XMLParser script, creating / Creating an XMLParser script
- ServerHiScore script, creating / Saving and loading server high score
- mission accomplished / Mission accomplished
- challenges / Hotshot challenges
- Hiscore scripts
- hit-point UI
I
- input structure
- additional values / Surface shaders input structure
- input structure, surface shaders / Surface shaders input structure
- Instantiate() function
- about / Classified intel, Mission accomplished
- Instantiate command
- about / Casting
- int data type
- about / Data types
- interactive environment
- features / Why is it awesome?
- challenges / Hotshot challenges
- interface support
- about / Limited interface support
- Interpolate mode
- INVENTORY tab
- about / Mission briefing
- creating / Creating the INVENTORY tab, Engage thrusters, Objective complete – mini debriefing
- GUI.tooltip parameter / GUI.tooltip
- Invoke() function / Objective complete – mini debriefing
- about / Classified intel, Mission accomplished
- InvokeRepeating()
- about / Classified intel
- Is Kinematic property / Objective complete – mini debriefing
- item game object
- creating / Mission briefing
- items.SetupScrollBar() / Engage thrusters
- ItemWindow() function / Objective complete – mini debriefing
J
- JavaScript user
- about / Variable declaration
- Jump() function / Engage thrusters, Classified intel
L
- Lambert
- laser target scope
- LateUpdate() function / Engage thrusters
- about / Engage thrusters, Classified intel, LateUpdate()
- example / LateUpdate()
- layers
- about / Engage thrusters
- URL, for information / Engage thrusters
- lighting model
- about / #pragma surface
- Linear Drag
- about / Engage thrusters
- Line Renderer component
- using / Line Renderer
- URL / Line Renderer
- List<T>.Reverse() method
- URL / Classified intel
- List<T> method
- URL / Classified intel
- LoadUserData() method / Engage thrusters
- LocalHiscore script
- LOD (Level of Detail)
M
- Mass
- about / Engage thrusters
- Mathf.Abs(n) function
- about / Engage thrusters
- Mathf.Repeat(t,l) function
- about / Engage thrusters
- Mathf.SmoothDamp() function / Engage thrusters
- Mathf.SmoothDampAngle() function / Engage thrusters
- max(a, b) method / Common methods to create shaders
- MD5 encryption / Mission briefing
- Mecanim animation system
- about / Objective complete – mini debriefing
- URL, for information / Objective complete – mini debriefing
- menu creation, RPG
- hotshot objectives / Your Hotshot objectives
- checklist / Mission checklist
- GUI skin customization, with GUISkin feature / Customizing skin with GUISkin, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- menu game object, creating / Creating a menu object, Engage thrusters, Classified intel
- STATUS tab, creating / Creating the STATUS tab, Engage thrusters, Classified intel
- INVENTORY tab, creating / Creating the INVENTORY tab, Engage thrusters, Objective complete – mini debriefing
- EQUIPMENT tab, creating / Creating the EQUIPMENT tab, Engage thrusters, Objective complete – mini debriefing, Classified intel
- mission accomplished / Mission accomplished
- hotshot challenges / Hotshot challenges
- menu game object
- method
- defining / Function/method definitions
- method name (string)
- StartCoroutine, used with / Using StartCoroutine with method name (string)
- min(a, b) method / Common methods to create shaders
- Mocap
- about / Hotshot challenges
- MonoBehaviour
- about / Update()
- MonoDevelop
- MouseLook script
- Move() function / Mission briefing
- multidimensional array declaration
N
- new keyword
- about / Class declarations, The new keyword
- Noambient parameter / #pragma surface
- Noforwardadd parameter / #pragma surface
- nolightmap parameter / #pragma surface
- normal
- about / Engage thrusters
- normalize(v) method / Common methods to create shaders
- novertexlights parameter / #pragma surface
- NVIDIA CG
- URL / Mission accomplished
- NVIDIA PhysX physics engine / Why is it awesome?
O
- o.Albedo parameter / Objective complete – mini debriefing
- OnAnimatorMove() function / Mission briefing, Engage thrusters
- about / Engage thrusters
- URL, for information / Engage thrusters
- OnDisable() function / Objective complete – mini debriefing
- about / OnDisable()
- example / OnDisable()
- OnDrawGizmos() function / Engage thrusters, Objective complete – mini debriefing
- about / Mission briefing, Engage thrusters, Gizmos, OnDrawGizmos()
- example / OnDrawGizmos()
- OnEnable() function / Objective complete – mini debriefing, Objective complete – mini debriefing
- about / OnEnable()
- example / OnEnable()
- OnGizmos() function
- about / Engage thrusters
- OnGUI() function
- OnGUI function
- about / Mission briefing, Engage thrusters
- OnTrigger() function / Objective complete – mini debriefing
- Option key / Engage thrusters
- Orthographic Projection / Classified intel
- output structure, surface shaders / The SurfaceOutput structure
P
- #pragma strict
- about / Engage thrusters
- #pragma surface directive
- about / #pragma surface
- surfaceFunction parameter / #pragma surface
- lightModel parameter / #pragma surface
- optional parameters / #pragma surface
- alpha parameter / #pragma surface
- alphatest$VariableName parameter / #pragma surface
- vertex$VertexFunction parameter / #pragma surface
- exclude_path$prepass parameter / #pragma surface
- exclude_path$forward parameter / #pragma surface
- addshadow parameter / #pragma surface
- dualforward parameter / #pragma surface
- fullforwardshadows parameter / #pragma surface
- decal$add parameter / #pragma surface
- decal$blend parameter / #pragma surface
- softvegetation parameter / #pragma surface
- Noambient parameter / #pragma surface
- novertexlights parameter / #pragma surface
- nolightmap parameter / #pragma surface
- Noforwardadd parameter / #pragma surface
- approxview parameter / #pragma surface
- halfasview parameter / #pragma surface
- ParseData() function / Engage thrusters
- ParseXMLData() function
- URL / Classified intel
- particle effects
- Perspective Projection / Classified intel
- Phong reflection model
- Physics.OverlapSphere() function / Engage thrusters
- Physics.RayCast() function
- about / Classified intel
- Physics.Raycast() function / Engage thrusters
- Physics2D.Raycast / Physics2D.Raycast
- Physics2D Material
- URL, for information / Classified intel
- physics 2D material object
- creating / Classified intel
- PlayerController_2D class
- character, controlling with / Controlling the character with the PlayerController_2D class, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- PlayerPref
- Polygon Physics 2D
- URL / Engage thrusters
- pow(x, y) method / Common methods to create shaders
R
- radius variable
- ragdoll object
- creating / Prepare for lift off, Engage thrusters
- adding, to AI object / Classified intel
- readonly
- about / Engage thrusters
- Rect object / Classified intel, Classified intel
- Rect parameter / Classified intel
- references
- about / References
- references, Cg/HLSL programming
- about / References
- RemoveWaypointAtIndex() function / Objective complete – mini debriefing
- rendering path
- RequireComponent
- about / Engage thrusters
- URL, for information / Engage thrusters
- Restart button / The Restart button
- Reverse() function / Classified intel
- Rigidbody
- about / Engage thrusters
- rigidbody.AddForce() function / Objective complete – mini debriefing
- Rigidbody2D
- about / Engage thrusters
- Rim Light
- rocket launcher
- rocket launcher creation
- features / Why is it awesome?
- hotshot objectives / Your Hotshot objectives
- mission checklist / Mission checklist
- character animation, setting up / Setting up a character animation and animator controller, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing
- animator controller, setting up / Setting up a character animation and animator controller, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing
- features, adding to CharacterControl script / Adding new features to the CharacterControl and CameraControl scripts, Engage thrusters, Objective complete – mini debriefing
- features, adding to CameraControl script / Adding new features to the CharacterControl and CameraControl scripts, Engage thrusters, Objective complete – mini debriefing
- MouseLook script, creating / Creating a MouseLook script and laser target scope, Engage thrusters, Objective complete – mini debriefing
- laser target scope, creating / Creating a MouseLook script and laser target scope, Engage thrusters, Objective complete – mini debriefing
- particle effects, creating / Creating a rocket prefab and particle effects, Engage thrusters, Objective complete – mini debriefing, Classified intel
- rocket prefab, creating / Engage thrusters, Objective complete – mini debriefing, Classified intel
- rocket launcher, creating / Creating a rocket launcher and RocketUI, Engage thrusters, Objective complete – mini debriefing
- RocketUI, creating / Creating a rocket launcher and RocketUI, Engage thrusters, Objective complete – mini debriefing
- mission accomplished / Mission accomplished
- hotshot challenges / Hotshot challenges
- rocket prefab
- RocketUI
- rockslide
- creating / Prepare for lift off, Engage thrusters
- Rocks scripts
- RocksTrigger script
- rotation of imported model, fixing
- URL / Tip for 3Ds Max users
- round(x) method / Common methods to create shaders
S
- sampler* data type
- about / Data types
- sampler2
- saturate(x) method / Common methods to create shaders
- SaveUserData() method / Engage thrusters
- script compilation order
- URL / Prepare for lift off
- serialization / Classified intel
- serializedObject keyword / Classified intel
- SerializedObject keyword / Classified intel
- SerializedProperty class / Classified intel
- advantage / Classified intel
- ServerHiScore script
- about / Saving and loading server high score
- creating, prerequisite / Prepare for lift off
- creating / Engage thrusters
- ServerHiScore script variables
- your host / Classified intel
- your username / Classified intel
- your password / Classified intel
- SetupScrollBar() function / Objective complete – mini debriefing, Objective complete – mini debriefing
- shader
- creating / Mission briefing
- shader creation
- features / Why is it awesome?
- hotshot objectives / Your Hotshot objectives
- mission checklist / Mission checklist
- Diffuse map, creating / Shader programming – Diffuse and Bump (normal) maps, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- Bump map, creating / Shader programming – Diffuse and Bump (normal) maps, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- Ambient light, adding / Shader programming – Ambient and Specular light, Engage thrusters, Objective complete – mini debriefing, Classified intel
- Specular light, adding / Shader programming – Ambient and Specular light, Engage thrusters, Objective complete – mini debriefing, Classified intel
- Half Lambert, adding / Shader programming – Half Lambert, Rim Light, and Toon Ramp, Engage thrusters, Objective complete – mini debriefing
- Rim Light, adding / Shader programming – Half Lambert, Rim Light, and Toon Ramp, Engage thrusters, Objective complete – mini debriefing
- Toon Ramp, adding / Shader programming – Half Lambert, Rim Light, and Toon Ramp, Engage thrusters, Objective complete – mini debriefing
- mission accomplished / Mission accomplished
- hotshot challenges / Hotshot challenges
- ShaderLab properties
- about / ShaderLab properties
- types / ShaderLab properties
- example / ShaderLab properties
- shader programming
- starting / Prepare for lift off
- shader properties
- accessing, in Cg/HLSL / Accessing shader properties in Cg/HLSL
- showPath variable
- Shuriken Particle
- about / Mission briefing
- simple menu
- creating / Mission briefing
- softvegetation parameter / #pragma surface
- Sort() method
- URL / Classified intel
- Sorting Layer
- about / The Sprite Renderer and Sorting Layer
- URL, for information / The Sprite Renderer and Sorting Layer
- Specular light
- Sprite Renderer
- about / The Sprite Renderer and Sorting Layer
- URL, for information / The Sprite Renderer and Sorting Layer
- sprite sheet
- URL, for information / Mission briefing
- 2D character, setting up from / Prepare for lift off
- Start() function / Objective complete – mini debriefing, Objective complete – mini debriefing, Engage thrusters
- StartCoroutine
- about / StartCoroutine
- used, with method name (string) / Using StartCoroutine with method name (string)
- StartCoroutine function
- about / StartCoroutine
- STATUS tab
- about / Mission briefing
- creating / Creating the STATUS tab, Engage thrusters, Classified intel
- StatusWindow() function / Engage thrusters, Objective complete – mini debriefing
- StopAllCoroutines
- about / StopAllCoroutines
- example / StopAllCoroutines
- StopCoroutine
- about / StopCoroutine
- example / StopCoroutine
- string.Format() function
- struct properties
- changing by value, versus by reference / Changing struct properties by value versus by reference
- Sub-State Machine
- surf() function
- surfaceFunction parameter / #pragma surface
- surface shaders
- about / Surface shaders
- #pragma surface directive / #pragma surface
- input structure / Surface shaders input structure
- output structure / The SurfaceOutput structure
- switch-case statement / Engage thrusters
T
- tags
- about / Engage thrusters
- URL, for information / Engage thrusters
- target keyword / Classified intel
- tex2D() function / Objective complete – mini debriefing
- tex2D(sampler, x) method / Common methods to create shaders
- TexturePacker
- about / Mission briefing
- URL / Mission briefing
- third-person camera
- creating, for character control / Creating a third-person camera to follow our character, Engage thrusters, Classified intel
- Toon Ramp
- transform.localEulerAngles parameter / Engage thrusters
- trigger area
- creating / Engage thrusters
- type names
- about / Type names
U
- Undo.RecordObject() / Objective complete – mini debriefing
- Unify Community
- URL / Mission accomplished
- Unity
- URL, for downloading latest version / Mission checklist
- Unity 3D
- URL, for documentation / Engage thrusters
- URL, for functions / Engage thrusters
- Unity Asset Store
- URL, for downloading Mecanim Locomotion Starter Kit package / Hotshot challenges
- Unity document
- URL / Prepare for lift off
- Unity JavaScript
- Unity MonoBehaviour diagram
- Awake() function / Awake()
- Start() function / Start()
- Update() function / Update()
- FixedUpdate() function / FixedUpdate()
- LateUpdate() function / LateUpdate()
- OnEnable() function / OnEnable()
- OnDisable() function / OnDisable()
- OnGUI() function / OnGUI()
- OnDrawGizmos() function / OnDrawGizmos()
- Unity script directives
- about / Unity script directives
- Unity scripting document links
- references / References
- Unity scripting documents
- references / References
- Unity ShaderLab forum
- URL / Mission accomplished
- Unity Shader Reference
- URL / Mission accomplished
- UnpackNormal() function / Objective complete – mini debriefing
- UnpackNormal(x) method / Common methods to create shaders
- unsupported character literals
- about / Character literals not supported
- Update() function / Engage thrusters
- about / Engage thrusters, Classified intel, Engage thrusters, Update()
- example / Update()
- FixedUpdate() function, difference between / FixedUpdate()
- UpdateAnimator() function
- UserData script
- uv_BumpMap parameter / Objective complete – mini debriefing
V
- variable declaration
- about / Variable declaration
- variables
- with dynamically typed resolution / Variables with dynamically typed resolution
- Vector3.Slerp() function
- about / Engage thrusters
- URL, for information / Engage thrusters
- vertex$VertexFunction parameter / #pragma surface
- Vertex Lit
W
- WaitForFixedUpdate
- about / WaitForFixedUpdate
- example / WaitForFixedUpdate
- WaitForSeconds
- about / WaitForSeconds
- example / WaitForSeconds
- WaitForServerResponse() function / Engage thrusters
- WaitingForResponse() function / Objective complete – mini debriefing
- WaypointsContainer script
- creating / Creating the Waypoint and WaypointsContainer scripts, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- custom editor, creating for / Creating a custom editor for the WaypointsContainer script, Prepare for lift off, Engage thrusters, Objective complete – mini debriefing, Classified intel
- Waypoint script
X
- XMLParser script
Y
- yield command
- about / Coroutines
- YieldInstruction
- about / YieldInstruction
- yield instruction
- yield return value
- about / StartCoroutine
- yield statement
- about / YieldInstruction