Unity 4.x Cookbook Matt Smith Matt Smith is senior lecturer in computing at the Institute of Technology Blanchardstown, Dublin, Ireland (www.itb.ie). In 1980 (you do the math) Matt started computer programming (on a ZX80) and has been programming ever since. Chico Queiroz Chico Queiroz is a multimedia designer from Rio de Janeiro, Brazil. Sorry, we don't have any reviews for this title yet. Punto Informatico, il quotidiano di Internet dal 1996 Unity 4.x Game AI Programming A practical guide with step-by-step instructions and example projects to learn Unity3D scriptingLearn pathfinding using A* algorithms as well as Unity3D pro features and navigation graphsImplement finite state machines (FSMs), path following, and steering algorithms Book Details Language : EnglishPaperback : 232 pages [ 235mm x 191mm ]Release Date : July 2013ISBN : 1849693404ISBN 13 : 9781849693400Author(s) : Aung Sithu Kyaw, Clifford Peters, Thet Naing SweTopics and Technologies : All Books, Game Development, Unity Aung Sithu Kyaw Aung Sithu Kyaw is originally from Myanmar, (Burma) and has over seven years of experience in the software industry. Clifford Peters Clifford Peters is a programmer and a computer scientist. Thet Naing Swe Thet Naing Swe is the co-founder and Chief Creative Director of Rival Edge Pte Ltd., based in Singapore. Code Downloads Download the code and support files for this book. Submit Errata Errata - 3 submitted: last submission 17 Apr 2014 The line: should be:
Guida e Tutorial sull'Animazione Grafica | Timeline Toon Boom Studio Guida Toon Boom Studio - Capitolo 4 La Vista Timeline è un pannello che rappresenta in modo cronoligico tutta la struttura degli eventi del progetto in corso. Durante il processo di animazione ti troverai ad esempio a muoverti avanti o indietro per modificare il contenuto di una specifica cella. Nella foto sopra sono visualizzati i Livelli (layers): ogni livello potrà contenere un disegno, file sonoro o immagine. Timeline View Toolbar La vista Timeline presenta nove bottoni che consentono di manipolare i lvelli, aggiungere immagini, disabilitare la vista di alcuni livelli del nostro progetto. Show / Hide all. Views L'interfaccia di Toon Boom Studio è composta da diversi pannelli detti Viste (Views) utilizzate per eseguire diverse azioni. Vista Camera/ Camera View Vista Palette/ Colore View Paletter Vista dei Pennelli/ Pen View Vista Timeline/ Timeline View
Advanced Coroutines (inner workings) | Unity Gems Motivation You should read this article if you really want to know what is going on behind the scenes in coroutines. It will be very useful if you are following the FSM tutorial and you want to get the grimy details on how we can create interruptable coroutines that can be later resumed. This is an advanced subject and you don't really need to know this if you just want to use coroutines. If you want to know when coroutines are called and how to use them to create powerful sequences then you should read the Coroutines article, that's really got some useful tools in it too. Coroutines So a coroutine is basically an interruptable routine that can later be resumed. It's obvious that yield is a part of the C# language - so what is it really for? Code Based Enumerators A while back the designers of the CLR decided that it would be a really good idea if you could enumerate over things that were created by code. IEnumerator & Some Magic Enumerators as Coroutines Hijack! Project
Stop Current Coroutine, Then Restart It Trying to trigger a coroutine loop at random intervals, but before it starts, it needs to interrupt and exit the previous instance of it, so only one instance of the loop is running at a time: while (x == true){ Do_Action_Over_A_Number_Of_Frames(); yield;} Tried a bunch of different methods with no luck. Can't use StopCoroutine() since I have multiple instances of it running on other game objects. I can turn off the previous loop by making x=false but then the new loop won't start. I could disable and enable the script that contains the above coroutine but that seems like overkill. I feel like I'm missing something really simple but scoured the Forums and Answers with no luck.
how to restart coroutine on event Okay, I got this working now with a mixture of the two: a coroutine carrying a timestamp of its own invocation and the parent class carrying a timestamp of the last invocation of its coroutine. When the function gets invoked, it will set both the class timestamp and its own timestamp to be the same. Before each action, it will check whether the two are identical, i.e. if in the meantime another one was invoked. For robustness, the timestamp doesn't store the actual time but the order of invocation.The stamp is big enough for 1000 invocations every second for about 1.5 months... Note that this specific example is bound to a parent class. The example class is not derived from MonoBehaviour so it cannot invoke the coroutine, this is done by the parent class.
Coroutines with IEnumerable and yield return | Smellegant Code There was a brief flurry of excitement about the fancy yield return syntax when the C# 2.0 specification was first published some years ago, and the idea of it being used for creating coroutines. This quickly died down, as far as I can see anyway. Either people forgot the idea, or it became such boringly standard practice that no one ever thinks to discuss it anymore. I don’t know which, but I think it deserves more attention either way. There were a few people at the time saying that it was a shame that C# appeared to only support coroutines in a special case where the function returns some weird IEnumerable<T> thing, and wouldn’t it have been better if it was more general? But that’s a misunderstanding. Aside: A word about threads. Supposing you own the code for a lengthy algorithm, and you want to break it up into steps that can be executed one at a time, allowing you to keep interacting with the user. And I might call it like this: Here’s CoroutineOnEnumerable.cs: Like this:
Clock, a Unity C# Tutorial In this tutorial we'll write a small C# script to animate the arms of a very simple clock. You'll learn to create an object hierarchy;create a script and attach it to an object;access namespaces;use the Update method;rotate stuff based on time. You're assumed to already have a basic understanding of Unity's editor. Creating the clock We start by creating a new Unity project without any packages. We need an object structure to represent the clock. We'll use simple boxes to visualize the arms of the clock. Animating the clock We need a script to animate the clock. First, we indicate that we want to use stuff from the UnityEngine namespace. This gives us a minimal class that can be used to create components. To animate the arms, we need access to their Transform components first. using UnityEngine; public class ClockAnimator : MonoBehaviour { } Next, we'll add an update method to the script. Each hour, the Hours arm has to rotate 360/12 degrees. Improving the clock This works! Downloads
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