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What this book covers

Chapter 1, Setting Up and Configuring an Android Platform, explains how to configure Unity 5 for Android devices. Also in this chapter, we will explore about APK expansion files in Unity 5. At the end of the chapter, you will build a very simple and basic game example for Android devices.

Chapter 2, Accessing Android Functionality, covers how to create plugins for the Android platform using Java and C languages in Unity 5. The reader will learn in practice how to write simple plugins for the Android platform. Also, the reader will learn to make anti-piracy checks, detect screen orientation, handle vibration support, determine device generation, and do more useful things.

Chapter 3, High-end Graphics for Android Devices, primarily explores how to enhance the quality in games and applications using physically-based shaders. This chapter will also describe global illumination in Unity 5. At the end of the chapter, you will optimize a shader code.

Chapter 4, Animation, Audio, Physics, and Particle Systems in Unity 5, will cover new Mecanim animation features in Unity 5. After that, you will learn awesome new audio features in Unity 5. At the end of this chapter, you will explore physics and particle systems in Unity 5.

Chapter 5, Asset Bundles in Unity 5 Pro, includes an overview of asset bundles in Unity 5. You will learn to download new code and data in real time for Android devices. At the end of this chapter, you will discover the safety technique of the asset bundles in practice.

Chapter 6, Optimization and Transformation Techniques, introduces the usage of occlusion culling and optimization techniques for the level of detail. You will learn to optimize Unity C# and Unity JS code. Finally, you will see how to transform Unity C# code to Unity JavaScript code and vice versa.

Chapter 7, Troubleshooting and Best Practices, covers the optimization of any game for Android devices and teaches you to find any bottlenecks. In this chapter, you will discover some troubleshooting techniques for the Android platform. At the end of this chapter, you will learn the best practices that are used by many professionals from all over the world for their scripts and shaders.

The online chapter, Developing Glow Hockey from Scratch, shows you how easy it is to develop the most popular game in the Android Market (Glow Hockey has about 100,000,000–500,000,000 installs https://play.google.com/store/apps/details?id=com.natenai.glowhockey&hl=en) in Unity 5 from scratch. Also, you will learn to optimize your project and any other real-world projects for Android devices. Many more useful details and features will be covered in this chapter. You can find this chapter at https://www.packtpub.com/sites/default/files/downloads/9191OT_BonusChapter.pdf.

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