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Unity 5 for Android essentials : a fast-paced guide to building impressive games and applications for Android devices with Unity 5 /

This book is perfect for game developers who want to learn how to develop, optimize, and publish games for Android devices in a quick and easy manner using Unity 5. This book assumes a basic knowledge of game design concepts and/or some experience with other game technologies such as Unreal Engine 4...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Cogut, Valera (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a Unity 5 for Android essentials :  |b a fast-paced guide to building impressive games and applications for Android devices with Unity 5 /  |c Valera Cogut. 
246 3 0 |a Fast-paced guide to building impressive games and applications for Android devices with Unity 5 
264 1 |a Birmingham, UK :  |b Packt Publishing,  |c 2015. 
300 |a 1 online resource (1 volume) :  |b illustrations. 
336 |a text  |b txt  |2 rdacontent 
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338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Community experience distilled 
588 0 |a Online resource; title from cover page (Safari, viewed September 28, 2015). 
500 |a Includes index. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up and Configuring an Android Platform; Configuring Unity 5 for Android devices; APK expansion files in Unity 5; Overview; Formats; The updating process; Setting up expansion files in Unity 5; Building for Android devices; Unity License Comparison Overview; NavMeshes, pathfinding, and crowd simulation; Level of Detail (LOD) support; Audio filters; Video playback and streaming; Full-fledged streaming with asset bundles; Hundred thousand Dollar turnover 
505 8 |a Mecanim -- IK RigsMecanim -- sync layers and additional curves; Custom splash screen; Build size stripping; Lightmapping with global illumination and area lights; HDR and tone mapping; Occlusion culling; Light probes; Static batching; Render-to-texture effects; Fullscreen postprocessing effects; Navmesh -- dynamic obstacles and priority; .NET socket support; Profiler and GPU profiling; Real-time directional shadows; Script access to asset pipeline; Summary; Chapter 2: Accessing Android Functionality; Creating Java and native C plugins for an Android platform; Creating plugins in C 
505 8 |a Creating plugins in Java (Eclipse IDE)Writing Java code in plugin; Turning on and off a hardware flashlight; On Unity side; Exporting and importing a JAR library from Eclipse into Unity; Importing AndroidManifest; Using Java plugins in Unity scripts; Anti-piracy check; Vibration; Activity Indicator; Screen orientation; System information; Accessing the Android sensors and features within Unity 5; Acceleration; Gyroscope; Compass; Summary; Chapter 3: High-end Graphics for Android Devices; Physically-based shaders; Basic shader concepts; The vertex shader; The geometry shader 
505 8 |a The pixel/fragment shaderShading languages; Cg; Unity shaders in Cg; A custom diffuse lighting model; A basic reflection environment; Masked texture reflection; Lighting model techniques; The Lit sphere model; Realistic rendering; Global illumination; Practicing in shader optimization; Best case practice; Summary; Chapter 4: Animation, Audio, Physics, and Particle Systems in Unity 5; New mecanim animation features in Unity 5; State machine behavior; State machine transition; Asset creation API; Direct blend tree; Programmatically creating assets by Unity 5 API; Creating the controller 
505 8 |a Adding parametersAdding state machines; Adding states; Adding transitions; Going deeper into new audio features; Mood transitions; Physics and particle system effects in Unity 5; Particle system performance tips and tricks; Legacy versus Shuriken Unity's built-in particle systems; Particle system tips; Summary; Chapter 5: Asset Bundles in Unity 5 Pro; An overview of the asset bundles in Unity 5; Downloading new code and data in real time for Android devices; Managing loaded asset bundles; Asset bundles and binary data; Asset bundles and scripts; Asset bundle dependencies 
520 |a This book is perfect for game developers who want to learn how to develop, optimize, and publish games for Android devices in a quick and easy manner using Unity 5. This book assumes a basic knowledge of game design concepts and/or some experience with other game technologies such as Unreal Engine 4, CryEngine, or GameMaker. 
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