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Thorn

How to Cheat in Unity 5

Tips and Tricks for Game Development

Medium: Buch
ISBN: 978-1-138-80294-0
Verlag: Taylor & Francis Ltd
Erscheinungstermin: 21.07.2015
Lieferfrist: bis zu 10 Tage
Looking to become more efficient using Unity?

How to Cheat in Unity 5 takes a no-nonsense approach to help you achieve fast and effective results with Unity 5. Geared towards the intermediate user, HTC in Unity 5 provides content beyond what an introductory book offers, and allows you to work more quickly and powerfully in Unity. Packed full with easy-to-follow methods to get the most from Unity, this book explores time-saving features for interface customization and scene management, along with productivity-enhancing ways to work with rendering and optimization. In addition, this book features a companion website at www.alanthorn.net, where you can download the book’s companion files and also watch bonus tutorial video content.

- Learn bite-sized tips and tricks for effective Unity workflows

- Become a more powerful Unity user through interface customization

- Enhance your productivity with rendering tricks, better scene organization and more

- Better understand Unity asset and import workflows

- Learn techniques to save you time and money during development

Produkteigenschaften


  • Artikelnummer: 9781138802940
  • Medium: Buch
  • ISBN: 978-1-138-80294-0
  • Verlag: Taylor & Francis Ltd
  • Erscheinungstermin: 21.07.2015
  • Sprache(n): Englisch
  • Auflage: 1. Auflage 2015
  • Produktform: Kartoniert
  • Gewicht: 760 g
  • Seiten: 296
  • Format (B x H x T): 246 x 191 x 17 mm
  • Ausgabetyp: Kein, Unbekannt

Autoren/Hrsg.

Autoren

Thorn, Alan

Introduction

Chapter 1: Editor Cheats

Chapter 2: Asset & Importing Cheats

Chapter 3: Scene, Component and GameObject Cheats

Chapter 4: Animation and Time

Chapter 5: Persistence and Accessibility

Chapter 6: Cameras, Rendering and Lighting

Chapter 7: Coding & MonoDevelop Tricks

Chapter 8: Performance and Optimization

Chapter 9: Physics, Collisions and Path-Finding

Chapter 10: Debugging and Building

Index