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Unity Development Cookbook
Unity Development Cookbook
상세정보
- 자료유형
- 전자책 국외
- 최종처리일시
- 20260202073946.0
- ISBN
- 9781098113681 (electronic bk.)
- ISBN
- 9781098113711
- 서명/저자
- Unity Development Cookbook
- 판사항
- 2nd ed.
- 형태사항
- 1 online resource (433 pages)
- 내용주기
- 완전내용Cover -- Copyright -- Table of Contents -- Preface -- Audience and Approach -- Organization of This Book -- Conventions Used in This Book -- Using Code Examples -- O'Reilly Online Learning -- How to Contact Us -- Acknowledgments -- Chapter 1. Working in Unity -- 1.1 Getting Around in Unity -- Problem -- Solution -- Discussion -- 1.2 Working with Game Objects -- Problem -- Solution -- Discussion -- 1.3 Working with Components -- Problem -- Solution -- Discussion -- 1.4 Working with Prefabs -- Problem -- Solution -- Discussion -- 1.5 Working with Scenes -- Problem -- Solution -- Discussion -- 1.6 Managing Assets -- Problem -- Solution -- Discussion -- 1.7 Building Unity Projects -- Problem -- Solution -- Discussion -- 1.8 Accessing Preferences -- Problem -- Solution -- Discussion -- 1.9 Installing Unity Packages -- Problem -- Solution -- Discussion -- Chapter 2. Scripting -- 2.1 Adding a Script to an Object in a Unity Scene -- Problem -- Solution -- Discussion -- 2.2 Running Code at Specific Times in a Script's (or Game Object's) Life -- Problem -- Solution -- Discussion -- 2.3 Creating Frame Rate-Independent Behavior -- Problem -- Solution -- Discussion -- 2.4 Using the Components of a Game Object -- Problem -- Solution -- Discussion -- 2.5 Finding Objects Attached to a Game Object -- Problem -- Solution -- Discussion -- 2.6 Singletons -- Problem -- Solution -- Discussion -- 2.7 Using Coroutines to Manage When Code Runs -- Problem -- Solution -- Discussion -- 2.8 Managing Objects Using an Object Pool -- Problem -- Solution -- Discussion -- 2.9 Storing Data in Assets Using ScriptableObject -- Problem -- Solution -- Discussion -- Chapter 3. Input -- 3.1 Getting Simple Keyboard Input -- Problem -- Solution -- Discussion -- 3.2 Using the Unity Input System -- Problem -- Solution -- Discussion -- 3.3 Using Input Actions -- Problem -- Solution.
- 내용주기
- 완전내용Discussion -- 3.4 Locking and Hiding the Mouse Cursor -- Problem -- Solution -- Discussion -- 3.5 Responding to Mouseover and Click Events -- Problem -- Solution -- Discussion -- Chapter 4. Mathematics -- 4.1 Storing Coordinates of Varying Dimensions Using Vectors -- Problem -- Solution -- Discussion -- 4.2 Rotating in 3D Space -- Problem -- Solution -- Discussion -- 4.3 Performing Transformations in 3D Space with Matrices -- Problem -- Solution -- Discussion -- 4.4 Working with Angles -- Problem -- Solution -- Discussion -- 4.5 Finding the Distance to a Target -- Problem -- Solution -- Discussion -- 4.6 Finding the Angle to a Target -- Problem -- Solution -- Discussion -- Chapter 5. 2D Graphics -- 5.1 Importing Images as Sprites -- Problem -- Solution -- Discussion -- 5.2 Adding a Sprite to the Scene -- Problem -- Solution -- Discussion -- 5.3 Creating a Sprite Animation -- Problem -- Solution -- Discussion -- 5.4 Creating a Sprite with 2D Physics -- Problem -- Solution -- Discussion -- 5.5 Customizing Sprite Collision Shapes -- Problem -- Solution -- Discussion -- 5.6 Using a Composite Collider -- Problem -- Solution -- Discussion -- 5.7 Using the Sprite Packer -- Problem -- Solution -- Discussion -- 5.8 Applying Forces to 2D Objects -- Problem -- Solution -- Discussion -- 5.9 Creating a Conveyor Belt -- Problem -- Solution -- Discussion -- 5.10 Using a Custom Material for Sprites -- Problem -- Solution -- Discussion -- 5.11 Managing Sprite Sorting -- Problem -- Solution -- Discussion -- 5.12 Using Sorting Groups -- Problem -- Solution -- Discussion -- 5.13 Creating a 2.5D Scene -- Problem -- Solution -- Discussion -- Chapter 6. 3D Graphics -- 6.1 Creating a Simple Material -- Problem -- Solution -- Discussion -- 6.2 Controlling a Material's Property Through a Script -- Problem -- Solution -- Discussion -- 6.3 Creating an Unlit Material.
- 내용주기
- 완전내용Problem -- Solution -- Discussion -- 6.4 Setting Up a Material Using Textures -- Problem -- Solution -- Discussion -- 6.5 Making a Material Use a Shader -- Problem -- Solution -- Discussion -- 6.6 Setting Up a Bloom Effect Using Post-Processing with the Built-In Render Pipeline -- Problem -- Solution -- Discussion -- 6.7 Setting Up a Bloom Effect Using Post-Processing with the Universal Render Pipeline -- Problem -- Solution -- Discussion -- 6.8 Using High-Dynamic-Range Colors -- Problem -- Solution -- Discussion -- 6.9 Setting Up a Project to Use a Scriptable Render Pipeline -- Problem -- Solution -- Discussion -- 6.10 Creating a Shader Using the Shader Graph -- Problem -- Solution -- Discussion -- 6.11 Creating a Glowing Effect Using the Shader Graph -- Problem -- Solution -- Discussion -- 6.12 Exposing Properties from a Shader Graph -- Problem -- Solution -- Discussion -- 6.13 Animating a Shader over Time -- Problem -- Solution -- Discussion -- 6.14 Controlling the Speed of an Animated Shader -- Problem -- Solution -- Discussion -- 6.15 Using a Subgraph to Reuse Graph Components -- Problem -- Solution -- Discussion -- 6.16 Implementing a Dissolve Effect Using a Shader Graph -- Problem -- Solution -- Discussion -- 6.17 Using Baked Lighting and Real-Time Lighting -- Problem -- Solution -- Discussion -- 6.18 Using Baked Emission Sources -- Problem -- Solution -- Discussion -- 6.19 Making Static Objects Cast Shadows on Dynamic Objects -- Problem -- Solution -- Discussion -- 6.20 Using Light Probes to Influence Lighting -- Problem -- Solution -- Discussion -- 6.21 Using Reflection Probes -- Problem -- Solution -- Discussion -- 6.22 Faking a Dynamic Emissive Object -- Problem -- Solution -- Discussion -- 6.23 Rendering to a Texture -- Problem -- Solution -- Discussion -- Chapter 7. 3D Physics and Character Control.
- 내용주기
- 완전내용7.1 Running Code a Specific Number of Times per Second -- Problem -- Solution -- Discussion -- 7.2 Allowing the Player to Look Around Using the Mouse -- Problem -- Solution -- Discussion -- 7.3 Controlling a 3D Character -- Problem -- Solution -- Discussion -- 7.4 Interacting with Switches and Objects -- Problem -- Solution -- Discussion -- 7.5 Picking Up and Putting Down Objects -- Problem -- Solution -- Discussion -- 7.6 Detecting When an Object Is Touching Another Object -- Problem -- Solution -- Discussion -- 7.7 Detecting When an Object Is in a Trigger Area -- Problem -- Solution -- Discussion -- 7.8 Implementing Moving Platforms -- Problem -- Solution -- Discussion -- 7.9 Implementing Platform Riding -- Problem -- Solution -- Discussion -- 7.10 Responding to Being Pushed by Objects -- Problem -- Solution -- Discussion -- Chapter 8. Animation and Movement -- 8.1 Animating an Object -- Problem -- Solution -- Discussion -- 8.2 Basic Character Movement -- Problem -- Solution -- Discussion -- 8.3 Inverse Kinematics -- Problem -- Solution -- Discussion -- 8.4 Masked Movement -- Problem -- Solution -- Discussion -- 8.5 Blended Movement -- Problem -- Solution -- Discussion -- 8.6 Navigation and Animating in Sync -- Problem -- Solution -- Discussion -- 8.7 Cinematic Camera Tracking -- Problem -- Solution -- Discussion -- 8.8 Automatically Switching Cameras -- Problem -- Solution -- Discussion -- 8.9 Keeping Multiple Objects in View -- Problem -- Solution -- Discussion -- 8.10 Dollying a Camera -- Problem -- Solution -- Discussion -- Chapter 9. Logic and Gameplay -- 9.1 Loading a New Scene File -- Problem -- Solution -- Discussion -- 9.2 Managing Hit Points -- Problem -- Solution -- Discussion -- 9.3 Creating a Top-Down Camera -- Problem -- Solution -- Discussion -- 9.4 Managing Quests -- Problem -- Solution -- Discussion.
- 내용주기
- 완전내용9.5 Dragging a Box to Select Objects -- Problem -- Solution -- Discussion -- 9.6 Creating a Menu Structure -- Problem -- Solution -- Discussion -- 9.7 Creating a Wheeled Vehicle -- Problem -- Solution -- Discussion -- 9.8 Keeping a Car from Tipping Over -- Problem -- Solution -- Discussion -- 9.9 Creating Speed Boosts -- Problem -- Solution -- Discussion -- 9.10 Creating a Camera That Orbits Around Its Target -- Problem -- Solution -- Discussion -- 9.11 Creating an Orbiting Camera That Won't Clip Through Walls -- Problem -- Solution -- Discussion -- 9.12 Detecting When the Player Has Completed a Lap -- Problem -- Solution -- Discussion -- Chapter 10. Behavior, Simulation, and AI -- 10.1 Enemies Detecting When They Can See the Player -- Problem -- Solution -- Discussion -- 10.2 Defining a Path That AI Entities and the Player Can Follow -- Problem -- Solution -- Discussion -- 10.3 Letting Entities in Your Game Follow a Path -- Problem -- Solution -- Discussion -- 10.4 Finding a Good Distribution of Random Points (Poisson Disc) -- Problem -- Solution -- Discussion -- 10.5 Enemies Detecting Where They Can Take Cover -- Problem -- Solution -- Discussion -- 10.6 Building and Using a State Machine -- Problem -- Solution -- Discussion -- 10.7 Building a Simulation Environment for Machine Learning -- Problem -- Solution -- Chapter 11. Sound and Music -- 11.1 Playing Sounds -- Problem -- Solution -- Discussion -- 11.2 Setting Up a Mixer -- Problem -- Solution -- Discussion -- 11.3 Using Audio Effects -- Problem -- Solution -- Discussion -- 11.4 Using Send and Receive Effects -- Problem -- Solution -- Discussion -- 11.5 Ducking -- Problem -- Solution -- Discussion -- 11.6 Using Multiple Audio Zones -- Problem -- Solution -- Discussion -- 11.7 Playing Audio with Scripts -- Problem -- Solution -- Discussion -- 11.8 Using a Sound Manager -- Problem -- Solution.
- 내용주기
- 완전내용Discussion.
- 기타저자
- Manning, Jon.
- 기타저자
- Nugent, Tim.
- 기타형태저록
- Print version / Buttfield-Addison, ParisUnity Development Cookbook. Sebastopol : O'Reilly Media, Incorporated,c2023. 9781098113711
- 전자적 위치 및 접속
- 로그인 후 원문을 볼 수 있습니다.
MARC
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■24510▼aUnity Development Cookbook
■250 ▼a2nd ed.
■264 1▼aSebastopol▼bO'Reilly Media, Incorporated▼c2023.
■264 4▼c?023.
■300 ▼a1 online resource (433 pages)
■336 ▼atext▼btxt▼2rdacontent
■337 ▼acomputer▼bc▼2rdamedia
■338 ▼aonline resource▼bcr▼2rdacarrier
■5050 ▼aCover -- Copyright -- Table of Contents -- Preface -- Audience and Approach -- Organization of This Book -- Conventions Used in This Book -- Using Code Examples -- O'Reilly Online Learning -- How to Contact Us -- Acknowledgments -- Chapter 1. Working in Unity -- 1.1 Getting Around in Unity -- Problem -- Solution -- Discussion -- 1.2 Working with Game Objects -- Problem -- Solution -- Discussion -- 1.3 Working with Components -- Problem -- Solution -- Discussion -- 1.4 Working with Prefabs -- Problem -- Solution -- Discussion -- 1.5 Working with Scenes -- Problem -- Solution -- Discussion -- 1.6 Managing Assets -- Problem -- Solution -- Discussion -- 1.7 Building Unity Projects -- Problem -- Solution -- Discussion -- 1.8 Accessing Preferences -- Problem -- Solution -- Discussion -- 1.9 Installing Unity Packages -- Problem -- Solution -- Discussion -- Chapter 2. Scripting -- 2.1 Adding a Script to an Object in a Unity Scene -- Problem -- Solution -- Discussion -- 2.2 Running Code at Specific Times in a Script's (or Game Object's) Life -- Problem -- Solution -- Discussion -- 2.3 Creating Frame Rate-Independent Behavior -- Problem -- Solution -- Discussion -- 2.4 Using the Components of a Game Object -- Problem -- Solution -- Discussion -- 2.5 Finding Objects Attached to a Game Object -- Problem -- Solution -- Discussion -- 2.6 Singletons -- Problem -- Solution -- Discussion -- 2.7 Using Coroutines to Manage When Code Runs -- Problem -- Solution -- Discussion -- 2.8 Managing Objects Using an Object Pool -- Problem -- Solution -- Discussion -- 2.9 Storing Data in Assets Using ScriptableObject -- Problem -- Solution -- Discussion -- Chapter 3. Input -- 3.1 Getting Simple Keyboard Input -- Problem -- Solution -- Discussion -- 3.2 Using the Unity Input System -- Problem -- Solution -- Discussion -- 3.3 Using Input Actions -- Problem -- Solution.
■5058 ▼aDiscussion -- 3.4 Locking and Hiding the Mouse Cursor -- Problem -- Solution -- Discussion -- 3.5 Responding to Mouseover and Click Events -- Problem -- Solution -- Discussion -- Chapter 4. Mathematics -- 4.1 Storing Coordinates of Varying Dimensions Using Vectors -- Problem -- Solution -- Discussion -- 4.2 Rotating in 3D Space -- Problem -- Solution -- Discussion -- 4.3 Performing Transformations in 3D Space with Matrices -- Problem -- Solution -- Discussion -- 4.4 Working with Angles -- Problem -- Solution -- Discussion -- 4.5 Finding the Distance to a Target -- Problem -- Solution -- Discussion -- 4.6 Finding the Angle to a Target -- Problem -- Solution -- Discussion -- Chapter 5. 2D Graphics -- 5.1 Importing Images as Sprites -- Problem -- Solution -- Discussion -- 5.2 Adding a Sprite to the Scene -- Problem -- Solution -- Discussion -- 5.3 Creating a Sprite Animation -- Problem -- Solution -- Discussion -- 5.4 Creating a Sprite with 2D Physics -- Problem -- Solution -- Discussion -- 5.5 Customizing Sprite Collision Shapes -- Problem -- Solution -- Discussion -- 5.6 Using a Composite Collider -- Problem -- Solution -- Discussion -- 5.7 Using the Sprite Packer -- Problem -- Solution -- Discussion -- 5.8 Applying Forces to 2D Objects -- Problem -- Solution -- Discussion -- 5.9 Creating a Conveyor Belt -- Problem -- Solution -- Discussion -- 5.10 Using a Custom Material for Sprites -- Problem -- Solution -- Discussion -- 5.11 Managing Sprite Sorting -- Problem -- Solution -- Discussion -- 5.12 Using Sorting Groups -- Problem -- Solution -- Discussion -- 5.13 Creating a 2.5D Scene -- Problem -- Solution -- Discussion -- Chapter 6. 3D Graphics -- 6.1 Creating a Simple Material -- Problem -- Solution -- Discussion -- 6.2 Controlling a Material's Property Through a Script -- Problem -- Solution -- Discussion -- 6.3 Creating an Unlit Material.
■5058 ▼aProblem -- Solution -- Discussion -- 6.4 Setting Up a Material Using Textures -- Problem -- Solution -- Discussion -- 6.5 Making a Material Use a Shader -- Problem -- Solution -- Discussion -- 6.6 Setting Up a Bloom Effect Using Post-Processing with the Built-In Render Pipeline -- Problem -- Solution -- Discussion -- 6.7 Setting Up a Bloom Effect Using Post-Processing with the Universal Render Pipeline -- Problem -- Solution -- Discussion -- 6.8 Using High-Dynamic-Range Colors -- Problem -- Solution -- Discussion -- 6.9 Setting Up a Project to Use a Scriptable Render Pipeline -- Problem -- Solution -- Discussion -- 6.10 Creating a Shader Using the Shader Graph -- Problem -- Solution -- Discussion -- 6.11 Creating a Glowing Effect Using the Shader Graph -- Problem -- Solution -- Discussion -- 6.12 Exposing Properties from a Shader Graph -- Problem -- Solution -- Discussion -- 6.13 Animating a Shader over Time -- Problem -- Solution -- Discussion -- 6.14 Controlling the Speed of an Animated Shader -- Problem -- Solution -- Discussion -- 6.15 Using a Subgraph to Reuse Graph Components -- Problem -- Solution -- Discussion -- 6.16 Implementing a Dissolve Effect Using a Shader Graph -- Problem -- Solution -- Discussion -- 6.17 Using Baked Lighting and Real-Time Lighting -- Problem -- Solution -- Discussion -- 6.18 Using Baked Emission Sources -- Problem -- Solution -- Discussion -- 6.19 Making Static Objects Cast Shadows on Dynamic Objects -- Problem -- Solution -- Discussion -- 6.20 Using Light Probes to Influence Lighting -- Problem -- Solution -- Discussion -- 6.21 Using Reflection Probes -- Problem -- Solution -- Discussion -- 6.22 Faking a Dynamic Emissive Object -- Problem -- Solution -- Discussion -- 6.23 Rendering to a Texture -- Problem -- Solution -- Discussion -- Chapter 7. 3D Physics and Character Control.
■5058 ▼a7.1 Running Code a Specific Number of Times per Second -- Problem -- Solution -- Discussion -- 7.2 Allowing the Player to Look Around Using the Mouse -- Problem -- Solution -- Discussion -- 7.3 Controlling a 3D Character -- Problem -- Solution -- Discussion -- 7.4 Interacting with Switches and Objects -- Problem -- Solution -- Discussion -- 7.5 Picking Up and Putting Down Objects -- Problem -- Solution -- Discussion -- 7.6 Detecting When an Object Is Touching Another Object -- Problem -- Solution -- Discussion -- 7.7 Detecting When an Object Is in a Trigger Area -- Problem -- Solution -- Discussion -- 7.8 Implementing Moving Platforms -- Problem -- Solution -- Discussion -- 7.9 Implementing Platform Riding -- Problem -- Solution -- Discussion -- 7.10 Responding to Being Pushed by Objects -- Problem -- Solution -- Discussion -- Chapter 8. Animation and Movement -- 8.1 Animating an Object -- Problem -- Solution -- Discussion -- 8.2 Basic Character Movement -- Problem -- Solution -- Discussion -- 8.3 Inverse Kinematics -- Problem -- Solution -- Discussion -- 8.4 Masked Movement -- Problem -- Solution -- Discussion -- 8.5 Blended Movement -- Problem -- Solution -- Discussion -- 8.6 Navigation and Animating in Sync -- Problem -- Solution -- Discussion -- 8.7 Cinematic Camera Tracking -- Problem -- Solution -- Discussion -- 8.8 Automatically Switching Cameras -- Problem -- Solution -- Discussion -- 8.9 Keeping Multiple Objects in View -- Problem -- Solution -- Discussion -- 8.10 Dollying a Camera -- Problem -- Solution -- Discussion -- Chapter 9. Logic and Gameplay -- 9.1 Loading a New Scene File -- Problem -- Solution -- Discussion -- 9.2 Managing Hit Points -- Problem -- Solution -- Discussion -- 9.3 Creating a Top-Down Camera -- Problem -- Solution -- Discussion -- 9.4 Managing Quests -- Problem -- Solution -- Discussion.
■5058 ▼a9.5 Dragging a Box to Select Objects -- Problem -- Solution -- Discussion -- 9.6 Creating a Menu Structure -- Problem -- Solution -- Discussion -- 9.7 Creating a Wheeled Vehicle -- Problem -- Solution -- Discussion -- 9.8 Keeping a Car from Tipping Over -- Problem -- Solution -- Discussion -- 9.9 Creating Speed Boosts -- Problem -- Solution -- Discussion -- 9.10 Creating a Camera That Orbits Around Its Target -- Problem -- Solution -- Discussion -- 9.11 Creating an Orbiting Camera That Won't Clip Through Walls -- Problem -- Solution -- Discussion -- 9.12 Detecting When the Player Has Completed a Lap -- Problem -- Solution -- Discussion -- Chapter 10. Behavior, Simulation, and AI -- 10.1 Enemies Detecting When They Can See the Player -- Problem -- Solution -- Discussion -- 10.2 Defining a Path That AI Entities and the Player Can Follow -- Problem -- Solution -- Discussion -- 10.3 Letting Entities in Your Game Follow a Path -- Problem -- Solution -- Discussion -- 10.4 Finding a Good Distribution of Random Points (Poisson Disc) -- Problem -- Solution -- Discussion -- 10.5 Enemies Detecting Where They Can Take Cover -- Problem -- Solution -- Discussion -- 10.6 Building and Using a State Machine -- Problem -- Solution -- Discussion -- 10.7 Building a Simulation Environment for Machine Learning -- Problem -- Solution -- Chapter 11. Sound and Music -- 11.1 Playing Sounds -- Problem -- Solution -- Discussion -- 11.2 Setting Up a Mixer -- Problem -- Solution -- Discussion -- 11.3 Using Audio Effects -- Problem -- Solution -- Discussion -- 11.4 Using Send and Receive Effects -- Problem -- Solution -- Discussion -- 11.5 Ducking -- Problem -- Solution -- Discussion -- 11.6 Using Multiple Audio Zones -- Problem -- Solution -- Discussion -- 11.7 Playing Audio with Scripts -- Problem -- Solution -- Discussion -- 11.8 Using a Sound Manager -- Problem -- Solution.
■5058 ▼aDiscussion.
■588 ▼aDescription based on publisher supplied metadata and other sources.
■590 ▼aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2026. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
■655 4▼aElectronic books.
■7001 ▼aManning, Jon.
■7001 ▼aNugent, Tim.
■77608▼iPrint version▼aButtfield-Addison, Paris▼tUnity Development Cookbook▼dSebastopol : O'Reilly Media, Incorporated,c2023▼z9781098113711
■7972 ▼aProQuest (Firm)
■85640▼uhttps://ebookcentral.proquest.com/lib/baekseok-ebooks/detail.action?docID=30673835▼zClick to View


