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Titlebook: Learn Unity for 2D Game Development; Alan Thorn Book 2013 Alan Thorn 2013

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21#
發(fā)表于 2025-3-25 04:14:30 | 只看該作者
Generating Atlas Textures, And what does creating one achieve? To answer the first question, imagine this: you’ve created lots of different sprite images for your 2D game (all at different pixel dimensions)—one file for the player, one for each enemy, and one for each prop and power-up. That’s probably a lot of files! Then,
22#
發(fā)表于 2025-3-25 10:39:15 | 只看該作者
UVs and Animation,xture. Atlas Textures help us improve the performance of our 2D games. In generating the atlas, we also saved meta-data. This included all filenames of textures inside the atlas, and their UV positions within the atlas. In closing that chapter, we tested the add-on functionality by assigning an Atla
23#
發(fā)表于 2025-3-25 12:34:21 | 只看該作者
24#
發(fā)表于 2025-3-25 17:28:30 | 只看該作者
Input for 2D Games,ame, whether 2D or not. Without input, a game cannot be interactive. For most 2D games, we need to read input that maps directly to 2D space, in terms of pixel positions. However, because Unity is a 3D engine and our objects exist in three-dimensional space, we‘ll also need to convert screen space p
25#
發(fā)表于 2025-3-25 22:45:51 | 只看該作者
Getting Started with a 2D Game,s, UV mapping, orthographic cameras, and 2D input. The preceding chapters focused on each of these issues in isolation, one at a time, and examined their implementation details and specifics. This chapter, and the one that follows, puts these ideas into practice in the form of a 2D game project. Spe
26#
發(fā)表于 2025-3-26 03:32:21 | 只看該作者
27#
發(fā)表于 2025-3-26 04:17:27 | 只看該作者
Optimization,n Unity to help them run well (or better) across different devices and hardware, including mobile devices. These techniques are presented in a list throughout this chapter, with sub-headings to organize them. They are presented in no particular order (least of all in order of importance), and some o
28#
發(fā)表于 2025-3-26 09:37:14 | 只看該作者
Wrapping Things Up,he techniques I‘ve demonstrated here work both with Unity Free and Unity Pro. Of course, what‘s been presented in this book, however, should not be seen as the end of the line for 2D game development. It should be seen less as an ending point and more as a starting point. No book, no matter how larg
29#
發(fā)表于 2025-3-26 13:47:24 | 只看該作者
Quick 2D Workflow,l across all types of devices, especially mobiles. Once we concretely identify these challenges and issues, we’ll proceed to tackle them one by one throughout subsequent chapters. So now, follow along with me as we create our first 2D game.
30#
發(fā)表于 2025-3-26 16:59:39 | 只看該作者
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