最新章節
- Summary
- Simplygon
- Visual Studio Graphics Debugger
- Unity Frame Debugger
- Visual Studio performance profiler
- Unity Profiler
品牌:中圖公司
上架時間:2021-07-02 18:54:14
出版社:Packt Publishing
本書數字版權由中圖公司提供,并由其授權上海閱文信息技術有限公司制作發行
- Summary 更新時間:2021-07-02 23:35:55
- Simplygon
- Visual Studio Graphics Debugger
- Unity Frame Debugger
- Visual Studio performance profiler
- Unity Profiler
- HoloToolkit FPS prefab
- HoloLens Developers Portal
- Profiling and fixing performance
- Visual Studio Debugger
- Debug.Log/Console window
- Unity Inspector Debug Mode
- Unity Property Attributes
- Inspector
- Bring the black flag
- Debugging
- What does our Application Manager do?
- Seeing it all at once
- The Application Manager
- Fixing Problems
- Summary
- Replacing the main Prefab
- Some quick house cleaning
- Action makes sound
- ApplicationManager
- Updating Placeskee ballMachine
- Finishing touches
- ThrowBall.cs
- Tags and Layers
- GameBall Prefab
- Speed indicator
- SkeeSpawner
- Ball Spawn Point
- Finishing the Prefab
- Think globally act locally
- Who wants to score?
- When bounding boxes collide
- Importing the RampColliders
- The reorganization
- The organization system
- Our main Prefab
- Putting It All Together
- Summary
- The payoff
- Filling in the blanks
- Updating the Update() method
- Enums
- Application manager
- It's not really backtracking if it was the plan
- Spawning our Skeeball machine
- Too much information
- A very simple first step
- Quick setup
- Making the Skeeball game a shared experience
- What is a network?
- Networking
- Share What You Have Got
- Summary
- Time to code
- Setting up to code
- Creating the menu items
- In-game menu
- Let's wire this sucker up
- The prefab
- The in-game debug window
- Seeking help
- A few more quick changes
- ApplicationManager changes
- World Anchor code
- Some quick upkeep
- World Anchor system
- World Anchors
- Coordinate systems
- Why are persistent holograms necessary?
- Persistence
- The Tools of the Trade
- Summary
- Let us enjoy our hard work
- Code matters
- The home stretch
- So let it be written... so let it be done...
- Attaching our application manager and wiring it up
- The ApplicationManager code
- Creating our application manager
- There can be only one
- Design patterns
- Application management
- Our new Skeeball machine
- Object Surface Observer
- Spatial Mapping Manager
- Spatial Mapping Observer
- Spatial Mapping in practice
- Importing the essentials
- Let's get into this
- Spatial Mapping
- Not So Blank Spaces
- Summary
- Let's listen to our work
- Using our sounds
- Audio Source options
- Importing our sounds into Unity
- Finding sounds
- Building a soundscape
- Setting up Audio Sources
- Spatial sound
- Spatial sound and HoloLens
- Audio Source
- Audio Listener
- Unity audio components
- Here is what it is all about
- Audio overview
- Now That Is How It Should Sound
- Summary
- Any object can be an interface object
- Now it's time to build again
- A visible canvas
- HoloLens UI
- Interactivity
- Overview
- Unity UI
- The Unity camera and HoloLens
- Microsoft HoloLens best practices
- Something new
- General user interface best practices
- User interface design
- A lot to take in
- Understanding scope
- Class methods
- Access modifiers
- Variables
- The breakdown of a Unity C# class
- Where to begin
- A quick example
- What is C#?
- Unity C# scripting
- Reloading
- User-Friendly Interface
- Summary
- Time to build and test
- Speech Input Source
- OnFocusEvent component
- Changing the color
- Adding the details
- Search For It
- Materials
- Materials textures and shaders
- Our first script
- Here is the Game Plan
- Make them interactive
- The Mecanim window
- Mecanim
- It's easier than it seems
- Time to move!
- Humble beginnings
- A quick history
- Animation
- Voice
- Gesture
- Gaze
- Cursor
- New Camera prefab updated HoloToolkit
- InputManager prefab
- User Input overview
- Installing the HoloToolkit
- Creating prefabs
- Parent/Child relationship
- Let's save the HelloWorld
- Prefabs
- I am in Control
- Summary
- Compilation time
- Using the HoloLens emulator
- Setting Up Visual Studio
- Compiling our project
- Player settings
- Build settings
- Building the project in Unity
- Physics simulations
- Creating the text
- Material plane
- Adding a little color
- Our cubism period
- First project
- Components
- Objects
- Objects and components
- Saving the scene
- Unity directory structure
- The layout of a HoloLens project
- Hello World! as its customary
- HoloWorld
- Summary
- The main view
- Unity3d quick overview
- HoloToolkit-Unity
- HoloLens emulator
- Visual Studio 2015 tools for Unity
- Unity HoloLens technical preview
- Installing Visual Studio
- Installing the software
- Other useful tools
- Visual Studio tools for Unity
- HoloLens emulator
- HoloToolkit - Unity
- Visual Studio community
- Unity
- What you need to develop for the HoloLens
- What exactly is the HoloLens?
- Welcome to the New World
- Questions
- Piracy
- Errata
- Downloading the color images of this book
- Downloading the example code
- Customer support
- Reader feedback
- Conventions
- Who this book is for
- What you need for this book
- What this book covers
- Preface
- Dedication
- Customer Feedback
- www.PacktPub.com
- About the Reviewer
- About the Author
- Credits
- 版權信息
- 封面
- 封面
- 版權信息
- Credits
- About the Author
- About the Reviewer
- www.PacktPub.com
- Customer Feedback
- Dedication
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Downloading the color images of this book
- Errata
- Piracy
- Questions
- Welcome to the New World
- What exactly is the HoloLens?
- What you need to develop for the HoloLens
- Unity
- Visual Studio community
- HoloToolkit - Unity
- HoloLens emulator
- Visual Studio tools for Unity
- Other useful tools
- Installing the software
- Installing Visual Studio
- Unity HoloLens technical preview
- Visual Studio 2015 tools for Unity
- HoloLens emulator
- HoloToolkit-Unity
- Unity3d quick overview
- The main view
- Summary
- HoloWorld
- Hello World! as its customary
- The layout of a HoloLens project
- Unity directory structure
- Saving the scene
- Objects and components
- Objects
- Components
- First project
- Our cubism period
- Adding a little color
- Material plane
- Creating the text
- Physics simulations
- Building the project in Unity
- Build settings
- Player settings
- Compiling our project
- Setting Up Visual Studio
- Using the HoloLens emulator
- Compilation time
- Summary
- I am in Control
- Prefabs
- Let's save the HelloWorld
- Parent/Child relationship
- Creating prefabs
- Installing the HoloToolkit
- User Input overview
- InputManager prefab
- New Camera prefab updated HoloToolkit
- Cursor
- Gaze
- Gesture
- Voice
- Animation
- A quick history
- Humble beginnings
- Time to move!
- It's easier than it seems
- Mecanim
- The Mecanim window
- Make them interactive
- Here is the Game Plan
- Our first script
- Materials textures and shaders
- Materials
- Search For It
- Adding the details
- Changing the color
- OnFocusEvent component
- Speech Input Source
- Time to build and test
- Summary
- User-Friendly Interface
- Reloading
- Unity C# scripting
- What is C#?
- A quick example
- Where to begin
- The breakdown of a Unity C# class
- Variables
- Access modifiers
- Class methods
- Understanding scope
- A lot to take in
- User interface design
- General user interface best practices
- Something new
- Microsoft HoloLens best practices
- The Unity camera and HoloLens
- Unity UI
- Overview
- Interactivity
- HoloLens UI
- A visible canvas
- Now it's time to build again
- Any object can be an interface object
- Summary
- Now That Is How It Should Sound
- Audio overview
- Here is what it is all about
- Unity audio components
- Audio Listener
- Audio Source
- Spatial sound and HoloLens
- Spatial sound
- Setting up Audio Sources
- Building a soundscape
- Finding sounds
- Importing our sounds into Unity
- Audio Source options
- Using our sounds
- Let's listen to our work
- Summary
- Not So Blank Spaces
- Spatial Mapping
- Let's get into this
- Importing the essentials
- Spatial Mapping in practice
- Spatial Mapping Observer
- Spatial Mapping Manager
- Object Surface Observer
- Our new Skeeball machine
- Application management
- Design patterns
- There can be only one
- Creating our application manager
- The ApplicationManager code
- Attaching our application manager and wiring it up
- So let it be written... so let it be done...
- The home stretch
- Code matters
- Let us enjoy our hard work
- Summary
- The Tools of the Trade
- Persistence
- Why are persistent holograms necessary?
- Coordinate systems
- World Anchors
- World Anchor system
- Some quick upkeep
- World Anchor code
- ApplicationManager changes
- A few more quick changes
- Seeking help
- The in-game debug window
- The prefab
- Let's wire this sucker up
- In-game menu
- Creating the menu items
- Setting up to code
- Time to code
- Summary
- Share What You Have Got
- Networking
- What is a network?
- Making the Skeeball game a shared experience
- Quick setup
- A very simple first step
- Too much information
- Spawning our Skeeball machine
- It's not really backtracking if it was the plan
- Application manager
- Enums
- Updating the Update() method
- Filling in the blanks
- The payoff
- Summary
- Putting It All Together
- Our main Prefab
- The organization system
- The reorganization
- Importing the RampColliders
- When bounding boxes collide
- Who wants to score?
- Think globally act locally
- Finishing the Prefab
- Ball Spawn Point
- SkeeSpawner
- Speed indicator
- GameBall Prefab
- Tags and Layers
- ThrowBall.cs
- Finishing touches
- Updating Placeskee ballMachine
- ApplicationManager
- Action makes sound
- Some quick house cleaning
- Replacing the main Prefab
- Summary
- Fixing Problems
- The Application Manager
- Seeing it all at once
- What does our Application Manager do?
- Debugging
- Bring the black flag
- Inspector
- Unity Property Attributes
- Unity Inspector Debug Mode
- Debug.Log/Console window
- Visual Studio Debugger
- Profiling and fixing performance
- HoloLens Developers Portal
- HoloToolkit FPS prefab
- Unity Profiler
- Visual Studio performance profiler
- Unity Frame Debugger
- Visual Studio Graphics Debugger
- Simplygon
- Summary 更新時間:2021-07-02 23:35:55