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Digital Tutors - Unity Mobile Game Development

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种子名称: Digital Tutors - Unity Mobile Game Development
文件类型: 视频
文件数目: 250个文件
文件大小: 11.01 GB
收录时间: 2019-12-2 10:02
已经下载: 3
资源热度: 142
最近下载: 2024-5-17 15:14

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Digital Tutors - Unity Mobile Game Development.torrent
  • 01-CharacterWeaponModeling/05. Building game-ready geometry for the shotgun.flv76.09MB
  • 01-CharacterWeaponModeling/11. Finishing the player texture in Photoshop.flv72.86MB
  • 01-CharacterWeaponModeling/09. Modifying the high-resolution player model.flv67.11MB
  • 01-CharacterWeaponModeling/08. Creating game-ready geometry for the tick.flv65.4MB
  • 01-CharacterWeaponModeling/12. Scaling and preparing models.flv57.52MB
  • 01-CharacterWeaponModeling/04. Modeling the high-resolution shotgun.flv57.1MB
  • 01-CharacterWeaponModeling/10. Building game-ready geometry for the player.flv56.76MB
  • 01-CharacterWeaponModeling/03. Creating a texture for the assault rifle.flv51.5MB
  • 01-CharacterWeaponModeling/07. Exporting the tick geometry and maps from Mudbox.flv49.98MB
  • 01-CharacterWeaponModeling/06. Painting the shotgun texture.flv49.86MB
  • 01-CharacterWeaponModeling/02. Examining the assault rifle model.flv29.03MB
  • 01-CharacterWeaponModeling/01. Introduction and project overview.flv12.43MB
  • 02-RiggingAnimation/07. Looking at the player's rig.flv82.85MB
  • 02-RiggingAnimation/05. Looking at the tick rig.flv76.28MB
  • 02-RiggingAnimation/12. The player's animations.flv73.98MB
  • 02-RiggingAnimation/04. Taking a look at the goo overhang rig.flv55.53MB
  • 02-RiggingAnimation/06. Modifying the preferred angle of an IK joint chain.flv49.57MB
  • 02-RiggingAnimation/10. Animating the background assets.flv40.68MB
  • 02-RiggingAnimation/11. Animating the tick.flv36.04MB
  • 02-RiggingAnimation/08. Exploring the weapon rig.flv30.33MB
  • 02-RiggingAnimation/03. Looking at the goo egg rig.flv25.02MB
  • 02-RiggingAnimation/13. Reversing an animation.flv22.39MB
  • 02-RiggingAnimation/02. Preparing rigs for Unity.flv19.74MB
  • 02-RiggingAnimation/09. Preparing animations for Unity.flv15.91MB
  • 02-RiggingAnimation/01. Introduction and project overview.flv12.85MB
  • 03-CommunicationNotificationCenter/06. Collisions with SendMessageUpwards and BroadcastMessage.flv47.75MB
  • 03-CommunicationNotificationCenter/03. Component to Component communication on the same object.flv44.3MB
  • 03-CommunicationNotificationCenter/02. Overview and limitations of built-in communication methods.flv42.57MB
  • 03-CommunicationNotificationCenter/07. Notification Center and the Publish Subscribe design pattern.flv40.2MB
  • 03-CommunicationNotificationCenter/04. Communication on other objects using the Inspector.flv38.78MB
  • 03-CommunicationNotificationCenter/10. Sending data with the notification function.flv37.94MB
  • 03-CommunicationNotificationCenter/05. Finding objects and components at run-time.flv35.22MB
  • 03-CommunicationNotificationCenter/12. When to use Notification Center vs. other methods.flv34.64MB
  • 03-CommunicationNotificationCenter/11. How to cast our notification data with other variables.flv31.69MB
  • 03-CommunicationNotificationCenter/08. Sending and Receiving a notification.flv29.61MB
  • 03-CommunicationNotificationCenter/09. Having multiple scripts receive a notification.flv16.77MB
  • 03-CommunicationNotificationCenter/01. Introduction and project overview.flv7.85MB
  • 04-PlayerFunctionality/4. Creating weapon functionality.flv56.6MB
  • 04-PlayerFunctionality/7. Creating the shotgun script.flv56.14MB
  • 04-PlayerFunctionality/8. Creating the damage controller.flv50.4MB
  • 04-PlayerFunctionality/6. Finishing up the assault rifle script.flv49.81MB
  • 04-PlayerFunctionality/2. Create player movement.flv44.24MB
  • 04-PlayerFunctionality/3. Modifying the camera view.flv35.07MB
  • 04-PlayerFunctionality/5. Creating the assault rifle script.flv34.95MB
  • 04-PlayerFunctionality/1. Introduction and project overview.flv4.26MB
  • 05-UserInterfaceDesign/07. Cropping and saving user interface graphics.flv62.65MB
  • 05-UserInterfaceDesign/06. Creating the main menu graphics.flv50.61MB
  • 05-UserInterfaceDesign/03. Strategies for building user interface graphics.flv48.79MB
  • 05-UserInterfaceDesign/05. Breaking up and building the weapon switch graphic.flv48.22MB
  • 05-UserInterfaceDesign/04. Building multiple states of one graphic.flv43.69MB
  • 05-UserInterfaceDesign/10. Modifying our workflow for special instances.flv42.05MB
  • 05-UserInterfaceDesign/09. Modifying the transparency workflow for objects with varying....flv41.35MB
  • 05-UserInterfaceDesign/08. Creating user interface graphics with transparency for Unity.flv39.93MB
  • 05-UserInterfaceDesign/02. Getting started with the user interface design.flv31.29MB
  • 05-UserInterfaceDesign/01. Introduction and project overview.flv9.45MB
  • 06-GUIFunctionality/04. Implementing the joystick up and down states.flv61.18MB
  • 06-GUIFunctionality/11. Creating the timer.flv60.16MB
  • 06-GUIFunctionality/13. Implementing the health bar to the player.flv59.6MB
  • 06-GUIFunctionality/06. Creating the fire button.flv58.82MB
  • 06-GUIFunctionality/10. Scripting the ammo GUI.flv56.49MB
  • 06-GUIFunctionality/14. Creating the kill counter.flv52.94MB
  • 06-GUIFunctionality/03. Scripting custom joysticks.flv50.3MB
  • 06-GUIFunctionality/05. Scripting the crosshair.flv48.83MB
  • 06-GUIFunctionality/12. Scripting the health bar.flv42.87MB
  • 06-GUIFunctionality/07. Implementing the reload button.flv36.48MB
  • 06-GUIFunctionality/08. Scripting the weapon swap.flv36.2MB
  • 06-GUIFunctionality/02. Basic joystick modification.flv35.07MB
  • 06-GUIFunctionality/09. Implementing the weapon swap functionality.flv32.05MB
  • 06-GUIFunctionality/01. Introduction and project overview.flv9.73MB
  • 07-SavingDataHighscores/24. Testing our Highscore Display script to find bugs.flv57.43MB
  • 07-SavingDataHighscores/19. Moving our highscores down using a reverse For loop.flv57.1MB
  • 07-SavingDataHighscores/15. Synchronizing our PlayerPrefs with our local highscore class.flv55.87MB
  • 07-SavingDataHighscores/25. Tracking game ID's to make sure we don't duplicate data.flv55MB
  • 07-SavingDataHighscores/06. Automatically centering our text using our Location class.flv47.76MB
  • 07-SavingDataHighscores/17. Scripting an add new highscore function.flv46.93MB
  • 07-SavingDataHighscores/21. Letting the player enter their name using a GUI.TextField.flv44.99MB
  • 07-SavingDataHighscores/26. Changing the location of our game ID check to remove bugs.flv41.68MB
  • 07-SavingDataHighscores/13. Saving game data using PlayerPrefs to store information.flv41.51MB
  • 07-SavingDataHighscores/29. Using the PreviewLabs PlayerPrefs plugin for speed on mobile.flv39.75MB
  • 07-SavingDataHighscores/12. Displaying our highscore array correctly over our graphics.flv38.07MB
  • 07-SavingDataHighscores/27. Using the iPhoneKeyboard class to get user input on Android.flv35.11MB
  • 07-SavingDataHighscores/10. Adding a height offset to display all our names.flv34.93MB
  • 07-SavingDataHighscores/11. Refactoring our arrays into a class for easier organization.flv34.3MB
  • 07-SavingDataHighscores/16. Synchronizing our Rounds and Kills data.flv31.64MB
  • 07-SavingDataHighscores/03. Consulting our game design document to begin our script.flv30.53MB
  • 07-SavingDataHighscores/20. Inserting our highscores into our data correctly.flv30.4MB
  • 07-SavingDataHighscores/23. Creating flashing text using Mathf.PingPong and GUI.color.flv29.44MB
  • 07-SavingDataHighscores/09. Displaying our entire array using a For loop.flv28.42MB
  • 07-SavingDataHighscores/08. Using a built-in array to store multiple pieces of data.flv28.25MB
  • 07-SavingDataHighscores/14. Creating a testing interface to set PlayerPrefs data.flv27.59MB
  • 07-SavingDataHighscores/22. Using GUI.color to change our highscore text colors.flv26.52MB
  • 07-SavingDataHighscores/30. Examining the final game code in reference to the highscore system.flv24.56MB
  • 07-SavingDataHighscores/05. Using a Vector2 to offset our text placement for control.flv24.46MB
  • 07-SavingDataHighscores/28. Saving the PlayerPrefs data to disk in case our game crashes.flv23.99MB
  • 07-SavingDataHighscores/07. Creating a new GUI Style to format our text.flv23.57MB
  • 07-SavingDataHighscores/18. Testing if we need to create a new highscore.flv21.9MB
  • 07-SavingDataHighscores/04. Using a GUI.Box function to draw our first highscore.flv21.88MB
  • 07-SavingDataHighscores/02. Examining our start scene and the scripts that are included.flv14.5MB
  • 07-SavingDataHighscores/01. Introduction and project overview.flv8.73MB
  • 08-ConceptDesign/08. Digital painting Painting the organic structures.flv62.2MB
  • 08-ConceptDesign/07. Digital painting Painting light sources.flv53.26MB
  • 08-ConceptDesign/02. Responsibilities of the concept artist.flv41.85MB
  • 08-ConceptDesign/06. Digital painting Rendering and general color scheme.flv36.91MB
  • 08-ConceptDesign/03. Planning out the layout of a level.flv35.87MB
  • 08-ConceptDesign/04. Creating concept sketches for the straight hallways.flv33.31MB
  • 08-ConceptDesign/05. Creating concept sketches for the curved sections of the level.flv32.66MB
  • 08-ConceptDesign/01. Introduction and project overview.flv9.18MB
  • 09-EnvironmentModeling/10. Modeling the corner sections.flv100.48MB
  • 09-EnvironmentModeling/06. Building the intersection.flv76.7MB
  • 09-EnvironmentModeling/05. Modeling the straight ceiling.flv75.63MB
  • 09-EnvironmentModeling/11. Final fit and export.flv66.66MB
  • 09-EnvironmentModeling/02. Building the level proxy.flv61.14MB
  • 09-EnvironmentModeling/09. Modifying existing geometry.flv60.83MB
  • 09-EnvironmentModeling/07. Finishing the intersection.flv60.76MB
  • 09-EnvironmentModeling/08. Modeling the curved section.flv52.33MB
  • 09-EnvironmentModeling/03. Modeling the straight section.flv49.39MB
  • 09-EnvironmentModeling/04. Building the drains.flv40.55MB
  • 09-EnvironmentModeling/01. Introduction and project overview.flv10.52MB
  • 10-UVLayoutTexturing/7. Adding dirt and grime to textures.flv149.06MB
  • 10-UVLayoutTexturing/8. Making efficient use of UV space.flv101.45MB
  • 10-UVLayoutTexturing/4. Using multiple UV projection methods.flv87.24MB
  • 10-UVLayoutTexturing/6. Using photographs to create textures.flv82.27MB
  • 10-UVLayoutTexturing/3. Hiding UV seams on geometry.flv75.83MB
  • 10-UVLayoutTexturing/5. Consolidating object textures for games.flv74.8MB
  • 10-UVLayoutTexturing/2. Starting the UV layout process.flv61.76MB
  • 10-UVLayoutTexturing/1. Introduction and project overview.flv10.71MB
  • 11-SetDressing/02. Creating the wood planks.flv60.16MB
  • 11-SetDressing/06. Creating the large egg.flv57.86MB
  • 11-SetDressing/12. Dressing the level.flv52.26MB
  • 11-SetDressing/05. Creating Vector Displacement Stamps.flv50.32MB
  • 11-SetDressing/07. Creating the drain debris.flv44.13MB
  • 11-SetDressing/08. Creating the overhanging debris.flv42.41MB
  • 11-SetDressing/04. Creating the old oil drum.flv42.32MB
  • 11-SetDressing/03. Building the lights.flv39.71MB
  • 11-SetDressing/09. Creating debris around the upper drain.flv33.99MB
  • 11-SetDressing/11. Building the corner debris.flv31.33MB
  • 11-SetDressing/10. Creating the connective tissue.flv29.3MB
  • 11-SetDressing/01. Introduction and project overview.flv10.54MB
  • 12-LevelDesign/11. Inspecting the tunnel system.flv105.23MB
  • 12-LevelDesign/10. Finishing the tunnel system.flv101.54MB
  • 12-LevelDesign/14. Refining the platform area.flv101.01MB
  • 12-LevelDesign/12. Set dressing the subway platform area.flv90.88MB
  • 12-LevelDesign/06. Assembling the level.flv88.84MB
  • 12-LevelDesign/09. Adding more details through set dressing.flv84.55MB
  • 12-LevelDesign/13. Adding more detail to the platform area.flv83.73MB
  • 12-LevelDesign/08. Set dressing the tunnel system.flv73.42MB
  • 12-LevelDesign/07. Inspecting the base level.flv72.05MB
  • 12-LevelDesign/05. Finish applying the optimized materials.flv71.59MB
  • 12-LevelDesign/15. Making final tweaks to the level design.flv50.16MB
  • 12-LevelDesign/04. Applying optimized materials.flv47.94MB
  • 12-LevelDesign/02. Project file organization.flv33.89MB
  • 12-LevelDesign/03. Optimizing game materials.flv29.96MB
  • 12-LevelDesign/01. Introduction and project overview.flv6.11MB
  • 13-LightingLightmapping/7. Using lights for dramatic effect in Unity.flv116.85MB
  • 13-LightingLightmapping/6. Creating custom lightmapping UVs for Unity.flv73.04MB
  • 13-LightingLightmapping/3. Lightmapping in Unity.flv56.32MB
  • 13-LightingLightmapping/5. Understanding lightmapping UVs in Unity.flv51.07MB
  • 13-LightingLightmapping/8. Enhancing normal map details in Unity.flv46.13MB
  • 13-LightingLightmapping/2. Real-time lights and shadows in Unity.flv31.46MB
  • 13-LightingLightmapping/4. Combining lightmaps with normal maps in Unity.flv26.43MB
  • 13-LightingLightmapping/1. Introduction and project overview.flv10.01MB
  • 14-GameState/13. Coding a GameOver function to load another level.flv68.55MB
  • 14-GameState/14. Creating a reset function to start at round one.flv66.13MB
  • 14-GameState/15. Moving the player to a random location.flv61.8MB
  • 14-GameState/11. Coding our EnemyKilled function with data checking.flv57.53MB
  • 14-GameState/16. Randomly placing the player in the level based on waypoints.flv52.24MB
  • 14-GameState/12. Creating a function to save all of our stats after a round.flv50.15MB
  • 14-GameState/10. Listening for pausing and adding pause functionality.flv47.89MB
  • 14-GameState/09. Using Yield to pause our script execution for a second.flv46.17MB
  • 14-GameState/17. Cleaning up the WonRound and adding a random spawn toggle.flv44.49MB
  • 14-GameState/05. Using Get functions to let other scripts access our variable....flv44.26MB
  • 14-GameState/08. Beginning the Won Round function.flv43.14MB
  • 14-GameState/06. Connecting our Render Overlay script component.flv39.18MB
  • 14-GameState/03. Consulting our game design document to begin our script.flv33.76MB
  • 14-GameState/04. Coding our Timer and counting down in the Update function.flv33.2MB
  • 14-GameState/07. Adding Update logic to turn the overlay on and off.flv24.49MB
  • 14-GameState/02. Examining our start scene and the scripts that are included.flv15.85MB
  • 14-GameState/01. Introduction and project overview.flv7.73MB
  • 15-EnemyAIandWaypoints/32 - Updating our enemy prefab with the new geometry.flv80.88MB
  • 15-EnemyAIandWaypoints/14 - Coding a function to return a random waypoint.flv66.5MB
  • 15-EnemyAIandWaypoints/33 - Changing our enemy animation in code with animation play.flv60.82MB
  • 15-EnemyAIandWaypoints/16 - Creating a Spawner script to create new enemies.flv59.85MB
  • 15-EnemyAIandWaypoints/34 - Coding an attack decision into our transition function.flv58.24MB
  • 15-EnemyAIandWaypoints/35 - Telling our Spawn Controller when an enemy has died.flv57.58MB
  • 15-EnemyAIandWaypoints/23 - Refactoring our code into a new function.flv57.57MB
  • 15-EnemyAIandWaypoints/22 - Using Rotate Towards and Look Rotation to rotate the enemy.flv57.24MB
  • 15-EnemyAIandWaypoints/43 - Stopping the animations from playing while paused.flv56.46MB
  • 15-EnemyAIandWaypoints/08 - Relaying information to neighbors without infinite loops.flv55.75MB
  • 15-EnemyAIandWaypoints/36 - Changing our movement speed based on the current state.flv55.4MB
  • 15-EnemyAIandWaypoints/06 - Coding a variable distance with a while loop.flv54.08MB
  • 15-EnemyAIandWaypoints/39 - Using random values to create more realistic movement.flv51.41MB
  • 15-EnemyAIandWaypoints/13 - Locating the closest waypoint to any point in space.flv49.69MB
  • 15-EnemyAIandWaypoints/18 - Controlling the number of enemies spawned.flv49.23MB
  • 15-EnemyAIandWaypoints/15 - Using a While True Yield loop to update every few seconds.flv49.08MB
  • 15-EnemyAIandWaypoints/09 - Initializing a Generic List of waypoints to get to the player.flv48.51MB
  • 15-EnemyAIandWaypoints/29 - Adding a distance check before the enemy starts following.flv47.84MB
  • 15-EnemyAIandWaypoints/31 - Importing our final geometry and splitting animations.flv47.65MB
  • 15-EnemyAIandWaypoints/30 - Transforming the enemy forward in the start state.flv47.61MB
  • 15-EnemyAIandWaypoints/26 - Creating a basic Finite State Machine to run our enemy AI.flv45.56MB
  • 15-EnemyAIandWaypoints/41 - Testing if we have been attacked or hit.flv45.18MB
  • 15-EnemyAIandWaypoints/20 - Moving with the Smooth Damp method.flv44.73MB
  • 15-EnemyAIandWaypoints/03 - Waypoint ideas, concepts and our implementation.flv44.28MB
  • 15-EnemyAIandWaypoints/44 - Stopping the logic from running when the game is over.flv42.91MB
  • 15-EnemyAIandWaypoints/04 - Creating an initial Waypoint prefab and setting it up.flv42.79MB
  • 15-EnemyAIandWaypoints/10 - Creating an initialize function and removing the countdown.flv42.74MB
  • 15-EnemyAIandWaypoints/19 - Creating a basic enemy script to use our waypoints.flv41.95MB
  • 15-EnemyAIandWaypoints/11 - Using conditionals to check if we want to update the list.flv41.91MB
  • 15-EnemyAIandWaypoints/21 - Deciding when to go to the next waypoint.flv41.82MB
  • 15-EnemyAIandWaypoints/25 - Refactoring into an infinite loop function to update waypoints.flv40.02MB
  • 15-EnemyAIandWaypoints/40 - Adding a collider to our prefab for hit testing.flv39.94MB
  • 15-EnemyAIandWaypoints/12 - Creating a controller script that gathers all the waypoints.flv38.23MB
  • 15-EnemyAIandWaypoints/27 - Using a Switch statement to run code based on the enemy state.flv37.89MB
  • 15-EnemyAIandWaypoints/42 - Coding for other notifications to work in our game.flv37.32MB
  • 15-EnemyAIandWaypoints/24 - Updating the Player Location list so the enemies don't stop.flv36.22MB
  • 15-EnemyAIandWaypoints/02 - Mapping out the problem of entities moving around our level.flv35.69MB
  • 15-EnemyAIandWaypoints/37 - Refactoring our code to be more readable and user friendly.flv34.54MB
  • 15-EnemyAIandWaypoints/05 - Filtering nearby objects to other waypoints with a layer mask.flv34.38MB
  • 15-EnemyAIandWaypoints/07 - Building in line-of-sight with layer masks.flv33.12MB
  • 15-EnemyAIandWaypoints/28 - Creating a function to check for transitions.flv32.62MB
  • 15-EnemyAIandWaypoints/38 - Playtesting our enemy AI and hunting down bugs.flv29.78MB
  • 15-EnemyAIandWaypoints/17 - Using a Spawn Controller to randomly spawn enemies.flv22.28MB
  • 15-EnemyAIandWaypoints/01 - Introduction and project overview.flv8.14MB
  • 16-CharacterScripting/9. Quickly crossfading our other animations for playback.flv45.87MB
  • 16-CharacterScripting/6. Coding conditionals for the rest of our movement animations.flv44.21MB
  • 16-CharacterScripting/2. Importing our character model and splitting the animations.flv37.99MB
  • 16-CharacterScripting/8. Putting our animations on layers and adding blending.flv36.42MB
  • 16-CharacterScripting/7. Listening for the GUI notifications.flv36.26MB
  • 16-CharacterScripting/11. Stopping all animations and playing the death animation.flv33.98MB
  • 16-CharacterScripting/3. Fixing the animation loop twitching and transferring scripts.flv33.08MB
  • 16-CharacterScripting/4. Getting and mapping our Left Joystick position directions.flv31.49MB
  • 16-CharacterScripting/5. Crossfading the animations based on the joystick position.flv27.21MB
  • 16-CharacterScripting/10. Freezing all of our animations in certain states.flv16.11MB
  • 16-CharacterScripting/1. Introduction and project overview.flv7.02MB
  • 17-SoundEffects/6. Creating the tick sound effects.flv69.71MB
  • 17-SoundEffects/2. Adding audio to the assault rifle.flv64.72MB
  • 17-SoundEffects/4. Adding footstep sounds to the character.flv60.76MB
  • 17-SoundEffects/5. Implementing audio to our damaged player.flv33.02MB
  • 17-SoundEffects/7. Adding the music player.flv31.02MB
  • 17-SoundEffects/3. Adding audio to the shotgun.flv30.97MB
  • 17-SoundEffects/1. Introduction and project overview.flv6.46MB
  • 18-Final Assembly/10 - Publishing the final build.flv60.77MB
  • 18-Final Assembly/4 - Creating the holstered weapon functionality.flv40.69MB
  • 18-Final Assembly/2 - Collaborating the project files.flv39.06MB
  • 18-Final Assembly/5 - Inspecting the GUI functionality.flv37MB
  • 18-Final Assembly/9 - Creating the main menu.flv36.46MB
  • 18-Final Assembly/6 - Inspecting the enemy AI and waypoints.flv34.28MB
  • 18-Final Assembly/3 - Inspecting the player in the final build.flv34.26MB
  • 18-Final Assembly/7 - Inspecting the game state.flv18.45MB
  • 18-Final Assembly/8 - Inspecting the highscore level.flv16.32MB
  • 18-Final Assembly/1 - Introduction and Project Overview.flv6.53MB