Creating 3D Game Art for the iPhone with Unity Part 10 docx

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Creating 3D Game Art for the iPhone with Unity Part 10 docx

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[...]... Colliders There is also a script on the target, which when hit, dispatches a message to play the attached animation for the FBX take file and instantiate a particle Prefab for the explosion at the position of the target FIG A.25╇ This image shows the explosion that is created by the instantiated particle emitter 248 Creating Tater’s Â�Training Trash Yard FIG A.26╇ This image shows the actual particle... isHD 244 Creating Tater’s Â�Training Trash Yard The Game Play Scene In this section, you can see various elements from the game play scene In the video walk-through for the app, I will explain exactly how the app was created, which will also cover the coding of the game as well I created two€scenes to support the different resolution of the iPhone 4 and older iDevice generation The device the user... is running the app on determines the appropriate scene to load It captures this device information in a Static Class and is used throughout the game FIG A.18╇ This is the full scene for the standard definition version FIG A.19╇ In this image, you can see the usage of Beast lightmapping in the scene Here, you can see that I am checking the resolution of the lightmap as it is denoted by the overlaid.. .Creating Tater’s Â�Training Trash Yard FIG A.16╇ Here are the menu buttons By using EZ GUI, these meshes share a texture atlas and material and thus are only 1 draw call FIG A.17╇ This image shows the loading screen menu that is called before the actual game play screen is called This image contains only 1 sprite and loads either the iPhone 4 or iPhone scene depending on the value that... that was used to create the explosion effect FIG A.27╇ To create the muzzle flash, I parented a GameObject, which consisted of three transparent sprites to the tip of Thumper By default, the Mesh Renderer is disabled When the user hits the fire button, a script toggles the Mesh Renderer for the muzzle flash to on A coroutine is used to turn the muzzle flash Mesh Renderer off 249 Creating Tater’s Â�Training... founder of UnityPrefabs.com graciously provided me with the 3rd Person Camera Kit Prefab for the book UnityPrefabs.com Prefabs are not only amazing quality assets, but easily integrate into your own projects By utilizing their 3rd Person Camera Kit Prefab, I was able to concentrate on the control’s graphic elements and bypass the coding altogether, not to mention save tons of valuable time on the project... pattern 245 Creating Tater’s Â�Training Trash Yard FIG A.20╇ Here is the Prefab for my scene props This Prefab is distributed randomly around the trash yard by simply copying and pasting elements Each€copy is batched FIG A.21╇ Tater’s weapon is not part of the Tater mesh Instead it is parented at run-time using a script This gives me the flexibility to add new weapons in game i.e., the user picks... Blender, 99–115 creating basic skeleton, 102 –113 adjusting bone rotations, 110 disabling inherit rotation, 112–113 fixing pelvis bone for hip sway, 112 T-Pose, 102 , 103 f iPhone and iPad rigging essentials, 99 102 weight painting, 114–115 S Screen resolutions, 8–9 fill-rate limited, 8–9 Setting up Colliders, 215–216 Setting up modo, 25–27 mesh scale factor defaults to 0.01, 26f modeling game objects,... shaders, 220–221 Optimizing game, 231–233 Internal Profiler, 232–233 tuning main loop performance, 231–232 accelerometer tuning Â� processing frequency, Â� 231–232 Overdraw viewport rendering, 9, 10f P Pano2VR, 84 PelvisRotHelper, 112, 113f Penelope tutorial assets performance scene running on iPod Touch Third Generation and iPad, 22f performance test scene in Unity, 21, 22f Performance test scene, 21–23... shows the control scheme from the UnityPrefabs com 3rd Person Camera Kit Prefab that I re-skinned to match my game style It was extremely easy to configure the Prefab as well as replace the graphics 250 Index Page numbers followed by f indicates a figure and t indicates a table A Animating Tater, 139–152 in Blender, 143–152 cyclic animation, 145–149 exporting FBX, 149–152 using actions, 144, 144f Unity s

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