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Allan Fowler
Apress Standard
While the advice and information in this book are believed to be true
and accurate at the date of publication, neither the authors nor the
editors nor the publisher can accept any legal responsibility for any
errors or omissions that may be made. The publisher makes no
warranty, express or implied, with respect to the material contained
herein.
Unity3D
Unity Requirements
Getting Registered
Download Xcode
Download Unity
Install Unity
Welcome
Setting Up Unity
Preset Layouts
Custom Layouts
The Inspector View
Scale Icons
Inspect Assets
Operate on Assets
Maximize on Play
Stats
Explore Further
Unity Manual
Tutorials
Version Control
Creating a Scene
Cameras
Transformation
Testing
ARKit Remote
Adding a Component
Understanding Scenes
Feature Points
Point Clouds
Testing
Unity ARKitRemote
Using ARKit Remote Connection
Plane Visualization
Testing
Summary
Hit Testing
Scale
Transformation
Lighting
Summary
Creating AR Assets
Adding a Rigidbody
PhysicsMaterials
Creating a (Temporary) Plane
Making a Parent
Summary
Some Challenges
Creating a Canvas
Adding a Script
Testing
On Device Testing
Success
Lighting
Creating Prefabs
FindWithTag
Testing
About the Author and About the
Technical Reviewer
About the Author
Allan Fowler
1. Introduction
Allan Fowler1
(1) Marietta, GA, USA
Unity Requirements
Before you start learning to make games, you will need to download
Unity and install it on your Mac. Although it is possible to make
games for iOS devices with Unity installed on a Windows Personal
Computer, you will need to use a piece of software called Xcode to
port the Unity code so it can run on a Mac or iOS device. Currently,
Xcode is only available on a Mac. So, if you have a Windows PC,
then at some stage you will need to use a Mac to port the game.
Throughout this book, I will use a Mac; if you are using a Windows
PC, then many of the instructions or directions may not apply to you.
Getting Registered
I highly recommend checking out the Apple Developer website (
https://developer.apple.com/ ) and registering as an iOS
developer. Although it is not an absolute requirement of this book, if
you want to publish games on the App Store, then you will need to
be a registered Apple Developer. The process of registering as an
Apple Developer can take a while, especially if you are registering a
company. The first step is registering as an Apple Developer (which
is currently free), then once you are registered, the next step is
registering as an iOS developer (which is currently $99 per year).
Download Xcode
You won’t need Xcode until much later in the book, but it would be
worth downloading and installing Xcode. You can find the latest
version of Xcode on the Apple Developer website (
https://developer.apple.com/ ).
Download Unity
Now would be a great time to install Unity. Go to the Unity website
at https://unity3d.com and then select Get Unity or type in
https://store.unity.com/ . On this page, you will find the
latest release of Unity (at the time of writing, 2018.1). You can also
find previous releases of Unity on the Unity website.
While there is only a single Unity application, you can subscribe
to different licensing options, depending on your needs and the size
of your company (if you have one). The three licensing options are
currently Personal, Plus, and Pro. To start the download process,
click on the button of the subscription option that suits your needs
(at the time of writing, this will be either Try Personal, Get Plus, or
Go Pro). The file is about 1GB, so it may take a while to download.
While you’re waiting, and you are on the Unity website, take some
time to check out some of the games and demos that have been
published, the community site, and the user forum. These will be
very useful throughout the development of games using Unity.
Install Unity
The file you downloaded from Unity is a Download Installer, which at
the time of writing is named UnityDownloadAssistant.
Welcome
After Unity has finished installing (and be prepared for it to take a
while), the Unity editor welcome screen will appear with the Unity
Hello! Window (Figure 1-3). The Unity Hello! Window is where you
sign into your Unity account (if you have one). If you don’t have a
Unity account, select the create one link. If you are not currently
connected to the Internet, you can work offline by selecting the
Work offline button.
Figure 1-3 The Unity Hello! screen
The Unity Hello! window will appear when you start up Unity
(Figure 1-3). I highly recommend creating a Unity account, if you
haven’t already created one.
After signing in for the first time, you will see the License
management screen. If you have paid for the licensed version of
Unity, enter your license serial number in the dialog box. If you want
to use the free version of Unity, select the Unity Personal radio
button (Figure 1-4).
Figure 1-4 The Unity license management screen
Setting Up Unity
Before we get into making a game with Unity, this is a good time to
review some of the options and administrative features of Unity.
Reporting Problems
If you continue to use Unity for several years, you will encounter
some bugs (both real and imagined). I have been using Unity since
version 1.6 and have encountered several bugs with Unity. Software
bugs are not unique to Unity. A game development engine is a
complex piece of software and Unity certainly appreciates and values
bug reports. If the bugs aren’t reported, then it’s difficult for Unity to
fix them. The Unity Bug Reporter application provides this feature.
As noted earlier, the Report a Bug Reporter is available in the Unity
installation folder and is available from the Help menu in the Unity
Editor (Figure 1-7).
2. Getting Started
Allan Fowler1
(1) Marietta, GA, USA
Fig. 130.
Fig. 132.
❏
GRÖSSERES BILD
Fig. 133.
Fig. 135.
Eine neue Zeit begann im Kriegsschiffbau erst mit der Einführung
des Panzers. Im Jahre 1858 wurde das erste Panzerschiff, die
»Gloire« erbaut. Von nun an wuchsen die Abmessungen der Schiffe,
der Geschütze, der Anker und Boote bald so sehr, daß an eine
Bewegung dieser Lasten auch durch eine große Zahl von
Menschenkräften nicht mehr zu denken war. Während im Jahre 1870
das stärkste Panzerschiff der deutschen Flotte, der »König Wilhelm«
eine Wasserverdrängung von rund 6000 t besaß, sind moderne
Linienschiffe bei einer Wasserverdrängung von 16000 t angelangt;
auf Stapel werden bereits Linienschiffe von 18000 t gelegt.
Zuerst begann man, die Gangspille durch Dampfankerspille zu
ersetzen, dann trat die Notwendigkeit auf, Maschinen zum Drehen
der Geschütztürme und zum Aufziehen der Munition aus den
Munitionsräumen in die Geschütztürme einzubauen. Diese
Maschinen sind so sehr Sondermaschinen, daß sie kaum mehr in das
Gebiet der allgemeinen Hebemaschinen fallen.
Dagegen stellt der Betrieb an Bord zwei Aufgaben, die auch vom
allgemeinen Gesichtspunkt aus ein besonderes Interesse bieten: die
Konstruktion von Bootskranen und von Kohlenwinden. Diese beiden
Aufgaben sind grundverschiedener Natur; die erste befaßt sich mit
Schwerlasten, die zweite mit sehr geringen Lasten, die möglichst
schnell bewegt werden sollen.
1. Bootskrane.
Fig. 136.
Fig. 137.
❏
GRÖSSERES BILD
Fig. 138.
Wie Fig. 139 zeigt, ist bei dieser Dampfwinde die Seiltrommel
unmittelbar auf die Kurbelwelle gesetzt, so daß alle Stirnräder
fortfallen. Die Tourenzahl der Dampfmaschine ist infolgedessen
geringer als bei den üblichen Schiffswinden, und die Dampfmaschine
arbeitet daher sehr ruhig. Mit dieser Winde lassen sich
Hubgeschwindigkeiten von 2 bis 3 sekm erzielen.
Fig. 140a.
Fig. 140b.
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