Unity study notes - unity basic teaching video (DN-qtx)_Day12

2019-8-26


Video 1 :
blah , blah , blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah , blah , blah . Video 4 : Curriculum Division:








Unity Engine Basics Unity advanced application game architecture design Complete project practice
Unity environment construction Unity Advanced Components object oriented Art specification and optimization
C# language basics IO, coroutines, multithreading Class library development XML and JSON
Unity API Unity advanced component application Design Patterns database
physics engine Common data structures artificial intelligence project production
3D Math Fundamentals AR project, VR project
UGUI NGUI-ARPG project runs through
Performance advantages of art resources
Shader

2019-8-27


Video 5 :
Video 6 :
Unity tool interface understanding, resource import and export
hot key :
Press and hold alt + left button (rotate the perspective around the scene)
press and hold alt + right button (zoom in and out) to accelerate with shift
Press and hold right button + wasd (roaming) can accelerate with shift
Select the object + shift + f (view back to the object)
Selected object + shift + ctrl + f (object moves to the perspective position)
Selected object + v (vertex adsorption)

2019-8-29


Video 7 :
Object Pivot Point: Can affect rotation, scaling, etc. by changing the pivot point
pivot: the pivot point set during model making (can be changed)
center: the geometric center of the object

Frame-by-frame playback button:
play frame by frame
View mode of the scene panel:
Ortho mode: insert image description here
Perspective mode:insert image description here

Video 8 :
Coordinates:
Global: World coordinates (no matter how the object turns, it will never change)
Local: Self coordinates (relative to the object itself)

Scene file extensionxxx.unity

object component

Video 9 :
Transform's position: no parent object representationworld coordinates, has a parent object representing relative toThe coordinates of the parent object (Reset is very important)

Component hangs on empty object! ! ! Realize the separation from the material

Video 10 :
Mesh Filter (grid filter) - the model's grid information
Mesh Renderer (grid renderer) - the model's rendering information Material
-Map Rendering mode:
1.Opaque opaque
2.Cutout removes the transparent channel ( Paper-cut) only shows the colored part
3.Transparent transparency needs to be set to transparency 0 is not completely transparent
4.Fade fade in and fade out needs to set transparency to be completely transparent

Material material is a Shader instance

Video 11
An introduction to a shader that displays a wireframe

Video 12 :
Camera:
insert image description here
camera component:
insert image description here
insert image description here
insert image description here
skybox:
insert image description here
use the skybox in two ways:
1. add skybox component to camera
2. open Lighting panel in window , skybox can reflect sky color

Video 13 :
camera component function see video 12

2019-8-30


Video 14 :
The practice of the small map
camera component ClearFlags Depth Only camera redundant part is not displayed

Video 15 :
rendering pipeline:
insert image description here
Can be combined with DirectX to learn

Video 16 :
Occlusion Cullingthought of

Video 17 :
LOD (Levels of Detail) multi-level of detail: Determine the fineness of the model according to the display requirements of the model
Profiler panel: runtime performance detection

Video 18 :
Global Illumination GI: A lighting system capable of calculating direct light, indirect light, ambient light, and reflected light
Direct light: light emitted by the light source (implemented by the Light component)
ambient light ambient: the lighting that acts on all objects in the scene——Lighting panel Settings
insert image description here
Reflected light reflection: the reflection effect of the skybox on all objects in the scene
insert image description here
Indirect light: the reflection of the object on the received light Only
when the object is marked as Lightmap static can it be reflected

Video 19 :
blah blah blah

Video 20 :
Shadow settings:
1. You can set whether the object receives or emits shadows.
2. Project setting sets the
shadow display distance
.

Video 21 :
Indirect light playback Video 18
Real-time GI: high overhead and high performance requirements
Baked GI: light effects are transformed into texture objects as lightmap static-light components are enabled for bake-light panel bake GI

Video 22 :
Baking settings
Light source detection: moving objects are not affected by baked light, add effects to dynamic objects by detecting light sources before baking

Video 23 :
Audio:
Audio Source: Audio Source3D Sound Settings
Audio Listener: sound monitoring

2019-9-6


Video 24 :
Introduction to .net (dotnet) and c# (c sharp)
Mono supports other systems using .NET

Video 25 :

static void Main(string[] args){
Console.WriteLine("hello,world");
Console.ReadLine();
}

Video 26 :
vs
property Attributes
methodmethod

Classes under a namespace cannot have the same name
Ctrl+k +f Organize code
Ctrl+k +c Comment code
Ctrl+k +u Uncomment code

Video 27 :
Variables (a space opened up in memory for storing data)

bit Byte
byte
1Byte = 8bit
network speed 10M refers to 10Mbps (megabit/second)
=10/8=1.25 byte/second

Video 28 :
Suggested naming convention:

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Origin blog.csdn.net/suixinger_lmh/article/details/100086797