The VR wave swept through, relative to the mania of capital, the real need is the strength of VR hardware research and development team and professional content production team. For entry-level developers, the choice of the game engine has become a major challenge.
At present, there are many kinds of virtual reality game development engine, two main engines are unit
System.collections;public class script_06_02:monobehaviour{//The object that exerts a common force gameobject ADDFRCEOBJ = null;//object Gameobject addposobj = null;//target object Gameobject cubeobj = null;//Use this for initializationvoid Start () { Gets the object that exerts the normal force addfrceobj = Gameobject.find ("Sphere0");//Gets the object that applied the target position force addposobj = Gameobject.find ("Sphere1");// Gets the target object cubeobj= gameobject.find ("Cube"); voi
to the five physical materials in the Unity standard resource package, you can also create physical materials on your own. Click Create -- physic material in the project view. For example:
Dynamic Friction: Dynamic Friction. The value ranges from 0 to 1. The value 0 is the minimum and the value 1 is the maximum.
Static Friction: static friction. The value ranges from 0 to 1. The value 0 is the minimum and the value 1 is the maximum.
Bounciness: coll
Overview
If in the past you have been engaged in 3D game development, recently want to turn to 2D games, it is best to try 2D Toolkit. 2d Toolkit is a 2D development component with a strong flexibility and adaptability that allows developers to develop 2D in a unity environment.
2d Toolkit has no threshold for learning, has script-scripted animation editors, and a collection of components with
The physical engine is the real physical effect simulated in the game. For example, two objects are collided and the objects are freely lost. In unity, NVIDIA physx is used to render realistic game images.
Rigid Body
A rigid body is a very, very important component. By default, new objects do not have physical effects, while rigid body components can add some common physical properties to objects. For exam
C # Unity 3D notes compiled by programmers (13th): Unity 3D is based on the component concept,
If you have been familiar with design patterns and software architecture programming ideas, you will understand the outstanding design principles:"Combination is better than inherited".
This sentence is very short, but when I
OOPThe previous use of combinatorial thinking is the construction of tree, leaf model, such as the network element model in telecommunications. This idea belongs to the core idea of unity 3D – components. In player, A, B, C can freely use the start, update function (please do not consider the order of execution, the sequence of script components can be adjusted externally, but not significant), most import
OOPThe previous use of combinatorial thinking is the construction of tree, leaf model, such as the network element model in telecommunications. This idea belongs to the core idea of unity 3D – components. In player, A, B, C can freely use the start, update function (please do not consider the order of execution, the sequence of script components can be adjusted externally, but not significant), most import
C # programmer's Unity 3D notes (9): Unity 3D test analysis,
Classes on components in Unity cannot be new and must be obtained through components. The new class is null.If (amainfo. nameHash = Animator. StringToHash (Base Layer. idle )){M_animator.SetBool (Run, true );}Wh
components, menu, when you are finished, you can test the components, run , you can see the results. such as: Figure 1 Figure 2Each integration test needs to be judged by the asserted component, which is used only for simple tests such as the range of coordinates moving, whether it needs to be visible, and so on. Dynamic Integration TestingCreate a new test, under which a gameobject is created, and the Testscript script is created to bind to the gameobject. if the scene is under the name, t
addition?
Vector.forward and This.transform.Forward both express the local coordinate system, so why are the values different?
2 rotating –quaternion, eulerangles, Quaternion.eulerRotation in the 3D is more complex, in unity 3D is generally used quaternion to rotate, rotation only involves the concept of vector (vector direction), think about the coordi
[Unity 3D] Study Notes forty-five: Game instances-kill the wall, unity Study Notes
Use this game instance to summarize all the previously reviewed knowledge about physical engines. In the game, a ball shell is sent to kill the front wall. A rigid body component is added to both shells and walls, a particle system is bound to shells, and five different colors are
addition?
Vector.forward and This.transform.Forward both express the local coordinate system, so why are the values different?
2 rotating –quaternion, eulerangles, Quaternion.eulerRotation in the 3D is more complex, in unity 3D is generally used quaternion to rotate, rotation only involves the concept of vector (vector direction), think about the coordi
Sometimes we do fixed-plane 3D game, there are the needs of the lens adaptation, recently just met, temporarily made up a, take it out and share with you:Using unityengine;using System.collections;public class Screenunit:monobehaviour { private float height = 480; Private float width = 854; private float rate1 = 480/854.0f; private float Rate2; Use the This for Initializationvoid Start () { rate2 = screen.height/(float) screen.wi
Recently, I just started learning unity 3D. Here I will record my learning experience and study notes, and write while learning. It may be scattered. Now, let's talk a little bit about it. Today we will start from the introduction to unity 3D, which will briefly introduce unity
In the 3D game world, any game object is created with a transform component, which cannot be deleted or deleted. In unity, the transform panel has three attributes: Position) Rotation) Scale) These three values are used to adjust the location, status, and other parameters of the game object on the game interface. Position) The 3D coordinates of any game o
Technology is a tool. It can help us achieve incredible things. Compared to the absence of tools, tools can make things faster, simpler, easier, and more incredible. Before we use the latest Steam Driver to build a machine, we use a hammer. Before we had a hammer, we had to pin the nail into the hull by hand. Tools make our lives better, easier, and less painful.
Introduction to Unity 3D
this, you need to understand the combination of Unity and Android projects. The related content is an article I wrote earlier:
Embedded Unity3D view in ANDROID applications (displaying 3D models)
Android code:
What we need to do is to make Android activities inherit from UnityPlayerActivity.
I will post the Android code below, and I believe you will understand it at a Glance Based on the content describ
their own code can easily go up to about 20MB. To reduce the use of this part of memory, you can do is to reduce the use of the library, later. The managed heap is part of the memory that is used by mono. Mono Project an open-source. NET Framework is an implementation that, for unity development, actually serves as the basic class library role. The managed heap is used to hold instances of the class (such as a list generated with new, various declar
default scene, what code is not put on the iOS device to occupy memory should be around 17MB, and add some of their own code can easily go up to about 20MB. To reduce the use of this part of memory, you can do is to reduce the use of the library, later.The managed heap is part of the memory that is used by mono. Mono Project an open-source. NET Framework is an implementation that, for unity development, actually serves as the basic class library role
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