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Titlebook: Beginning 3D Game Development with Unity 4; All-in-one, multi-pl Sue Blackman Book 2013Latest edition Sue Blackman 2013

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楼主: Sparkle
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Physics and Special Effects,In the traditional first-person point-and-click adventure game, backgrounds were prerendered, and action took place as sprites replacing a small portion of screen to show a 2D animation. Even after 3D-rendered backgrounds took the place of hand-painted backdrops, sprites were still the most typical means of showing the action.
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Mecanim and Characters,Before you can hook up the dialogue you created in the previous chapter, you will have to set up a couple of characters. New to Unity 4.0 was the character animation system, Mecanim. With Mecanim, you can use animation clips from one humanoid character on most any other similar characters.
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https://doi.org/10.1007/978-3-030-24143-8use over. In your game, you will display the name and description of the object on mouseover when a player is within range, as well as a message informing him if he tries to pick the object and isn’t close enough.
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https://doi.org/10.1007/978-1-4613-9692-5’s usually handled by stopping game play and loading in an entirely different level for that express purpose. This bypasses the need to suspend navigation, reinstate the cursor, and a number of other issues, many of which you have already solved in previous chapters.
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https://doi.org/10.1007/978-1-4613-9692-5resentation and layout. Because an array of all the objects currently in inventory is key to the task, you will be adding most of the inventory-related code to the GameManager script, so it can be easily accessed.
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,Graph-theoretic aspects of HRL’s, functionality, you will also be adding a few little touches that will improve the game with very little effort. Additionally, once the assets have been imported, you will be introducing one major feature: a dynamic maze.
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