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Titlebook: Learn Unity 4 for iOS Game Development; Philip Chu Book 20131st edition Philip Chu 2013

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樓主: Chylomicron
41#
發(fā)表于 2025-3-28 17:11:56 | 只看該作者
Getting Started,ean to call Unity cross-platform, exactly? Well, it’s cross-platform in the sense that the Unity Editor, the game creation and editing tool that is the centerpiece of Unity, runs on Mac OSX and Windows. More impressively, Unity is cross-platform in the sense that from the Unity Editor we can build g
42#
發(fā)表于 2025-3-28 19:41:17 | 只看該作者
43#
發(fā)表于 2025-3-29 02:31:14 | 只看該作者
44#
發(fā)表于 2025-3-29 05:44:14 | 只看該作者
,Let’s Dance! Animation and Sound, a significant role in the bowling game example initiated in the next chapter. Scripted movement is ubiquitous. For example, even in the upcoming bowling game, which relies heavily on physics to control and simulate the bowling ball and its collision with the floor and bowling pins, the Camera follo
45#
發(fā)表于 2025-3-29 08:48:47 | 只看該作者
46#
發(fā)表于 2025-3-29 14:10:51 | 只看該作者
,Let’s Bowl! Advanced Physics,or. But the game won‘t look like a bowling game until it at least has bowling pins. That will be remedied in this chapter and involve more Unity physics, including collisions between Rigidbodies (among the ball and pins) and compound colliders (to accommodate the shape of a bowling pin). On top of t
47#
發(fā)表于 2025-3-29 16:55:57 | 只看該作者
,Let’s Play! Scripting the Game,g pins (or rather, the barrels added in the previous chapter), game controls, and game physics. But it‘s still more a toy than a game, since it lacks game rules and scoring. That will be remedied in this chapter with a healthy dose of scripting. Most of that will take place in the game controller sc
48#
發(fā)表于 2025-3-29 19:58:16 | 只看該作者
49#
發(fā)表于 2025-3-30 00:53:10 | 只看該作者
50#
發(fā)表于 2025-3-30 06:23:01 | 只看該作者
Optimization,nearly the end of this book. In this chapter we‘ll optimize our bowling app and go over the precursors to that process, establishing the target performance and measuring the current performance.The project for this chapter on . contains the optimized scripts and optimization helper scripts developed
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