This chapter covered extensive ground under a general remit of "2D-ness". 2D was defined here not so much in the conventional sense of 2D games, but with a texture-based understanding that's critical to both 2D and 3D games more generally. The topics included the operations and ideas that pertain to the 2D plane and within the 2D space. Specifically, it explored how to create rotating Skybox backgrounds by building a manual Skybox, combined with the camera depth settings to create a layered render. Then, it explored how to generate procedural geometry such as planes. With the addition of Unity Quads as primitives, the generation of planes is more limited when taken alone, but the methods and concepts deployed to generate the Quad are more useful, allowing us to edit and tweak any mesh, whether it is a Quad or not. The real-time editing of meshes is important to create a wide range of effects, from shockwave explosions to jelly-based trampolines. Moving forward, we examined the animation...
Mastering Unity Scripting
By :
Mastering Unity Scripting
By:
Overview of this book
Table of Contents (17 chapters)
Mastering Unity Scripting
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Unity C# Refresher
Debugging
Singletons, Statics, GameObjects, and the World
Event-driven Programming
Cameras, Rendering, and Scenes
Working with Mono
Artificial Intelligence
Customizing the Unity Editor
Working with Textures, Models, and 2D
Source Control and Other Tips
Index
Customer Reviews