You are previewing How to Cheat in Unity 5.
O'Reilly logo
How to Cheat in Unity 5

Book Description

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

Table of Contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Table of Contents
  6. 1 Editor Cheats
    1. 1.1 Working with Components
    2. 1.2 Working with the Object Inspector
    3. 1.3 Working with Viewports
    4. 1.4 Customizing the Editor
    5. 1.5 Editor Logging
    6. 1.6 Networking Issues
    7. 1.7 External Image Editor
  7. 2 Asset and Importing Cheats
    1. 2.1 Native versus Exported Mesh Formats
    2. 2.2 FBX Scale Fix
    3. 2.3 Mesh, Materials, and Importing
    4. 2.4 Texture Sizes and Cross-Platform Design
    5. 2.5 Assets and Run-Time Loading
    6. 2.6 Organizing and Searching Assets
    7. 2.7 Level of Detail (LOD)
    8. 2.8 Alpha Textures
    9. 2.9 Assets and Dependencies
    10. 2.10 Formats, Sizes, and Compression
  8. 3 Scene, Component, and GameObject Cheats
    1. 3.1 The Power of Empties
    2. 3.2 SendMessage and BroadcastMessage
    3. 3.3 Empties and Visibility
    4. 3.4 Snapping and Rounding
    5. 3.5 Searching and Tagging
    6. 3.6 Object Sorting in the Hierarchy Panel
    7. 3.7 Lines with the Line Renderer
    8. 3.8 Procedural Geometry
    9. 3.9 Camera Frustum Drawing
    10. 3.10 First-Person Mesh Renderer
    11. 3.11 Filling the Screen with Color
  9. 4 Animation and Time
    1. 4.1 DeltaTime
    2. 4.2 Coroutines and Yield
    3. 4.3 Animation Clips and Events
    4. 4.4 Animation Curves
    5. 4.5 Animating UVs
    6. 4.6 Pausing a Game
    7. 4.7 FixedUpdate versus Update versus LateUpdate
    8. 4.8 Importing Animated Meshes
    9. 4.9 Shape Keys
  10. 5 Persistence and Accessibility
    1. 5.1 Player Preferences
    2. 5.2 XML and Binary Files: Serialization
    3. 5.3 JSON Parsing
    4. 5.4 Transferring Data between Scenes— with GameObjects
    5. 5.6 Global Functionality with Singletons
    6. 5.7 Handling Errors with Log Files
    7. 5.8 Validating Data
  11. 6 Cameras, Rendering, and Lighting
    1. 6.1 Camera Depth
    2. 6.2 Split-Screen Games
    3. 6.3 Render Textures
    4. 6.4 Orthographic Cameras
    5. 6.5 Camera Shaking
    6. 6.6 Reflections and Reflection Probes
    7. 6.7 Lighting and Maps
    8. 6.8 Light Probes
  12. 7 Coding and MonoDevelop Tricks
    1. 7.1 Caching
    2. 7.2 Code Commenting and Organization
    3. 7.3 Attributes
    4. 7.4 Platform-Dependent Compilation and Global Defines
    5. 7.5 Working with Events
    6. 7.6 MonoDevelop: Refactoring Variables and Functions
    7. 7.7 MonoDevelop: Quick Navigation and Tasks
    8. 7.8 MonoDevelop: Code Readability
  13. 8 Performance and Optimization
    1. 8.1 Rendering Statistics: The Stats Panel
    2. 8.2 Draw Calls and Batching
    3. 8.3 Avoid Reflection: Event Systems
    4. 8.4 Use Atlas Textures
    5. 8.5 Optimizing Meshes
    6. 8.6 MipMaps
    7. 8.7 Miscellaneous Rendering Optimizations
    8. 8.8 Shader Complexity
    9. 8.9 Updates and Coroutines
    10. 8.10 FixedUpdate and Time Steps
    11. 8.11 Static and Dynamic Arrays
    12. 8.12 Audio
  14. 9 Physics, Collisions, and Pathfinding
    1. 9.1 Building Navigation Meshes
    2. 9.2 Off-Mesh Links
    3. 9.3 Random Locations, Nearest Locations, and Queries
    4. 9.4 Mouse or Tap Picking
    5. 9.5 Frustum Checking
    6. 9.6 Microgravity: Jumpy Physics
    7. 9.7 Cloth Simulation
    8. 9.8 Triggers and Region Marking
  15. 10 Debugging and Building
    1. 10.1 Debug.Log Statements
    2. 10.2 Overriding ToString
    3. 10.3 Error Logging
    4. 10.4 Debugging with MonoDevelop
    5. 10.5 Gizmos
    6. 10.6 Trace Points in MonoDevelop
    7. 10.7 Debugging the Globals
    8. 10.8 Script Execution Order
  16. Index