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Digital Tutors - Unity Mobile Game Development
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2019-12-2 10:02
2024-12-29 05:15
188
11.01 GB
250
磁力链接
magnet:?xt=urn:btih:ea7880444df239cc2a4a0da0fef213786eaa0a47
迅雷链接
thunder://QUFtYWduZXQ6P3h0PXVybjpidGloOmVhNzg4MDQ0NGRmMjM5Y2MyYTRhMGRhMGZlZjIxMzc4NmVhYTBhNDdaWg==
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相关链接
Digital
Tutors
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Unity
Mobile
Game
Development
文件列表
01-CharacterWeaponModeling/05. Building game-ready geometry for the shotgun.flv
76.09MB
01-CharacterWeaponModeling/11. Finishing the player texture in Photoshop.flv
72.86MB
01-CharacterWeaponModeling/09. Modifying the high-resolution player model.flv
67.11MB
01-CharacterWeaponModeling/08. Creating game-ready geometry for the tick.flv
65.4MB
01-CharacterWeaponModeling/12. Scaling and preparing models.flv
57.52MB
01-CharacterWeaponModeling/04. Modeling the high-resolution shotgun.flv
57.1MB
01-CharacterWeaponModeling/10. Building game-ready geometry for the player.flv
56.76MB
01-CharacterWeaponModeling/03. Creating a texture for the assault rifle.flv
51.5MB
01-CharacterWeaponModeling/07. Exporting the tick geometry and maps from Mudbox.flv
49.98MB
01-CharacterWeaponModeling/06. Painting the shotgun texture.flv
49.86MB
01-CharacterWeaponModeling/02. Examining the assault rifle model.flv
29.03MB
01-CharacterWeaponModeling/01. Introduction and project overview.flv
12.43MB
02-RiggingAnimation/07. Looking at the player's rig.flv
82.85MB
02-RiggingAnimation/05. Looking at the tick rig.flv
76.28MB
02-RiggingAnimation/12. The player's animations.flv
73.98MB
02-RiggingAnimation/04. Taking a look at the goo overhang rig.flv
55.53MB
02-RiggingAnimation/06. Modifying the preferred angle of an IK joint chain.flv
49.57MB
02-RiggingAnimation/10. Animating the background assets.flv
40.68MB
02-RiggingAnimation/11. Animating the tick.flv
36.04MB
02-RiggingAnimation/08. Exploring the weapon rig.flv
30.33MB
02-RiggingAnimation/03. Looking at the goo egg rig.flv
25.02MB
02-RiggingAnimation/13. Reversing an animation.flv
22.39MB
02-RiggingAnimation/02. Preparing rigs for Unity.flv
19.74MB
02-RiggingAnimation/09. Preparing animations for Unity.flv
15.91MB
02-RiggingAnimation/01. Introduction and project overview.flv
12.85MB
03-CommunicationNotificationCenter/06. Collisions with SendMessageUpwards and BroadcastMessage.flv
47.75MB
03-CommunicationNotificationCenter/03. Component to Component communication on the same object.flv
44.3MB
03-CommunicationNotificationCenter/02. Overview and limitations of built-in communication methods.flv
42.57MB
03-CommunicationNotificationCenter/07. Notification Center and the Publish Subscribe design pattern.flv
40.2MB
03-CommunicationNotificationCenter/04. Communication on other objects using the Inspector.flv
38.78MB
03-CommunicationNotificationCenter/10. Sending data with the notification function.flv
37.94MB
03-CommunicationNotificationCenter/05. Finding objects and components at run-time.flv
35.22MB
03-CommunicationNotificationCenter/12. When to use Notification Center vs. other methods.flv
34.64MB
03-CommunicationNotificationCenter/11. How to cast our notification data with other variables.flv
31.69MB
03-CommunicationNotificationCenter/08. Sending and Receiving a notification.flv
29.61MB
03-CommunicationNotificationCenter/09. Having multiple scripts receive a notification.flv
16.77MB
03-CommunicationNotificationCenter/01. Introduction and project overview.flv
7.85MB
04-PlayerFunctionality/4. Creating weapon functionality.flv
56.6MB
04-PlayerFunctionality/7. Creating the shotgun script.flv
56.14MB
04-PlayerFunctionality/8. Creating the damage controller.flv
50.4MB
04-PlayerFunctionality/6. Finishing up the assault rifle script.flv
49.81MB
04-PlayerFunctionality/2. Create player movement.flv
44.24MB
04-PlayerFunctionality/3. Modifying the camera view.flv
35.07MB
04-PlayerFunctionality/5. Creating the assault rifle script.flv
34.95MB
04-PlayerFunctionality/1. Introduction and project overview.flv
4.26MB
05-UserInterfaceDesign/07. Cropping and saving user interface graphics.flv
62.65MB
05-UserInterfaceDesign/06. Creating the main menu graphics.flv
50.61MB
05-UserInterfaceDesign/03. Strategies for building user interface graphics.flv
48.79MB
05-UserInterfaceDesign/05. Breaking up and building the weapon switch graphic.flv
48.22MB
05-UserInterfaceDesign/04. Building multiple states of one graphic.flv
43.69MB
05-UserInterfaceDesign/10. Modifying our workflow for special instances.flv
42.05MB
05-UserInterfaceDesign/09. Modifying the transparency workflow for objects with varying....flv
41.35MB
05-UserInterfaceDesign/08. Creating user interface graphics with transparency for Unity.flv
39.93MB
05-UserInterfaceDesign/02. Getting started with the user interface design.flv
31.29MB
05-UserInterfaceDesign/01. Introduction and project overview.flv
9.45MB
06-GUIFunctionality/04. Implementing the joystick up and down states.flv
61.18MB
06-GUIFunctionality/11. Creating the timer.flv
60.16MB
06-GUIFunctionality/13. Implementing the health bar to the player.flv
59.6MB
06-GUIFunctionality/06. Creating the fire button.flv
58.82MB
06-GUIFunctionality/10. Scripting the ammo GUI.flv
56.49MB
06-GUIFunctionality/14. Creating the kill counter.flv
52.94MB
06-GUIFunctionality/03. Scripting custom joysticks.flv
50.3MB
06-GUIFunctionality/05. Scripting the crosshair.flv
48.83MB
06-GUIFunctionality/12. Scripting the health bar.flv
42.87MB
06-GUIFunctionality/07. Implementing the reload button.flv
36.48MB
06-GUIFunctionality/08. Scripting the weapon swap.flv
36.2MB
06-GUIFunctionality/02. Basic joystick modification.flv
35.07MB
06-GUIFunctionality/09. Implementing the weapon swap functionality.flv
32.05MB
06-GUIFunctionality/01. Introduction and project overview.flv
9.73MB
07-SavingDataHighscores/24. Testing our Highscore Display script to find bugs.flv
57.43MB
07-SavingDataHighscores/19. Moving our highscores down using a reverse For loop.flv
57.1MB
07-SavingDataHighscores/15. Synchronizing our PlayerPrefs with our local highscore class.flv
55.87MB
07-SavingDataHighscores/25. Tracking game ID's to make sure we don't duplicate data.flv
55MB
07-SavingDataHighscores/06. Automatically centering our text using our Location class.flv
47.76MB
07-SavingDataHighscores/17. Scripting an add new highscore function.flv
46.93MB
07-SavingDataHighscores/21. Letting the player enter their name using a GUI.TextField.flv
44.99MB
07-SavingDataHighscores/26. Changing the location of our game ID check to remove bugs.flv
41.68MB
07-SavingDataHighscores/13. Saving game data using PlayerPrefs to store information.flv
41.51MB
07-SavingDataHighscores/29. Using the PreviewLabs PlayerPrefs plugin for speed on mobile.flv
39.75MB
07-SavingDataHighscores/12. Displaying our highscore array correctly over our graphics.flv
38.07MB
07-SavingDataHighscores/27. Using the iPhoneKeyboard class to get user input on Android.flv
35.11MB
07-SavingDataHighscores/10. Adding a height offset to display all our names.flv
34.93MB
07-SavingDataHighscores/11. Refactoring our arrays into a class for easier organization.flv
34.3MB
07-SavingDataHighscores/16. Synchronizing our Rounds and Kills data.flv
31.64MB
07-SavingDataHighscores/03. Consulting our game design document to begin our script.flv
30.53MB
07-SavingDataHighscores/20. Inserting our highscores into our data correctly.flv
30.4MB
07-SavingDataHighscores/23. Creating flashing text using Mathf.PingPong and GUI.color.flv
29.44MB
07-SavingDataHighscores/09. Displaying our entire array using a For loop.flv
28.42MB
07-SavingDataHighscores/08. Using a built-in array to store multiple pieces of data.flv
28.25MB
07-SavingDataHighscores/14. Creating a testing interface to set PlayerPrefs data.flv
27.59MB
07-SavingDataHighscores/22. Using GUI.color to change our highscore text colors.flv
26.52MB
07-SavingDataHighscores/30. Examining the final game code in reference to the highscore system.flv
24.56MB
07-SavingDataHighscores/05. Using a Vector2 to offset our text placement for control.flv
24.46MB
07-SavingDataHighscores/28. Saving the PlayerPrefs data to disk in case our game crashes.flv
23.99MB
07-SavingDataHighscores/07. Creating a new GUI Style to format our text.flv
23.57MB
07-SavingDataHighscores/18. Testing if we need to create a new highscore.flv
21.9MB
07-SavingDataHighscores/04. Using a GUI.Box function to draw our first highscore.flv
21.88MB
07-SavingDataHighscores/02. Examining our start scene and the scripts that are included.flv
14.5MB
07-SavingDataHighscores/01. Introduction and project overview.flv
8.73MB
08-ConceptDesign/08. Digital painting Painting the organic structures.flv
62.2MB
08-ConceptDesign/07. Digital painting Painting light sources.flv
53.26MB
08-ConceptDesign/02. Responsibilities of the concept artist.flv
41.85MB
08-ConceptDesign/06. Digital painting Rendering and general color scheme.flv
36.91MB
08-ConceptDesign/03. Planning out the layout of a level.flv
35.87MB
08-ConceptDesign/04. Creating concept sketches for the straight hallways.flv
33.31MB
08-ConceptDesign/05. Creating concept sketches for the curved sections of the level.flv
32.66MB
08-ConceptDesign/01. Introduction and project overview.flv
9.18MB
09-EnvironmentModeling/10. Modeling the corner sections.flv
100.48MB
09-EnvironmentModeling/06. Building the intersection.flv
76.7MB
09-EnvironmentModeling/05. Modeling the straight ceiling.flv
75.63MB
09-EnvironmentModeling/11. Final fit and export.flv
66.66MB
09-EnvironmentModeling/02. Building the level proxy.flv
61.14MB
09-EnvironmentModeling/09. Modifying existing geometry.flv
60.83MB
09-EnvironmentModeling/07. Finishing the intersection.flv
60.76MB
09-EnvironmentModeling/08. Modeling the curved section.flv
52.33MB
09-EnvironmentModeling/03. Modeling the straight section.flv
49.39MB
09-EnvironmentModeling/04. Building the drains.flv
40.55MB
09-EnvironmentModeling/01. Introduction and project overview.flv
10.52MB
10-UVLayoutTexturing/7. Adding dirt and grime to textures.flv
149.06MB
10-UVLayoutTexturing/8. Making efficient use of UV space.flv
101.45MB
10-UVLayoutTexturing/4. Using multiple UV projection methods.flv
87.24MB
10-UVLayoutTexturing/6. Using photographs to create textures.flv
82.27MB
10-UVLayoutTexturing/3. Hiding UV seams on geometry.flv
75.83MB
10-UVLayoutTexturing/5. Consolidating object textures for games.flv
74.8MB
10-UVLayoutTexturing/2. Starting the UV layout process.flv
61.76MB
10-UVLayoutTexturing/1. Introduction and project overview.flv
10.71MB
11-SetDressing/02. Creating the wood planks.flv
60.16MB
11-SetDressing/06. Creating the large egg.flv
57.86MB
11-SetDressing/12. Dressing the level.flv
52.26MB
11-SetDressing/05. Creating Vector Displacement Stamps.flv
50.32MB
11-SetDressing/07. Creating the drain debris.flv
44.13MB
11-SetDressing/08. Creating the overhanging debris.flv
42.41MB
11-SetDressing/04. Creating the old oil drum.flv
42.32MB
11-SetDressing/03. Building the lights.flv
39.71MB
11-SetDressing/09. Creating debris around the upper drain.flv
33.99MB
11-SetDressing/11. Building the corner debris.flv
31.33MB
11-SetDressing/10. Creating the connective tissue.flv
29.3MB
11-SetDressing/01. Introduction and project overview.flv
10.54MB
12-LevelDesign/11. Inspecting the tunnel system.flv
105.23MB
12-LevelDesign/10. Finishing the tunnel system.flv
101.54MB
12-LevelDesign/14. Refining the platform area.flv
101.01MB
12-LevelDesign/12. Set dressing the subway platform area.flv
90.88MB
12-LevelDesign/06. Assembling the level.flv
88.84MB
12-LevelDesign/09. Adding more details through set dressing.flv
84.55MB
12-LevelDesign/13. Adding more detail to the platform area.flv
83.73MB
12-LevelDesign/08. Set dressing the tunnel system.flv
73.42MB
12-LevelDesign/07. Inspecting the base level.flv
72.05MB
12-LevelDesign/05. Finish applying the optimized materials.flv
71.59MB
12-LevelDesign/15. Making final tweaks to the level design.flv
50.16MB
12-LevelDesign/04. Applying optimized materials.flv
47.94MB
12-LevelDesign/02. Project file organization.flv
33.89MB
12-LevelDesign/03. Optimizing game materials.flv
29.96MB
12-LevelDesign/01. Introduction and project overview.flv
6.11MB
13-LightingLightmapping/7. Using lights for dramatic effect in Unity.flv
116.85MB
13-LightingLightmapping/6. Creating custom lightmapping UVs for Unity.flv
73.04MB
13-LightingLightmapping/3. Lightmapping in Unity.flv
56.32MB
13-LightingLightmapping/5. Understanding lightmapping UVs in Unity.flv
51.07MB
13-LightingLightmapping/8. Enhancing normal map details in Unity.flv
46.13MB
13-LightingLightmapping/2. Real-time lights and shadows in Unity.flv
31.46MB
13-LightingLightmapping/4. Combining lightmaps with normal maps in Unity.flv
26.43MB
13-LightingLightmapping/1. Introduction and project overview.flv
10.01MB
14-GameState/13. Coding a GameOver function to load another level.flv
68.55MB
14-GameState/14. Creating a reset function to start at round one.flv
66.13MB
14-GameState/15. Moving the player to a random location.flv
61.8MB
14-GameState/11. Coding our EnemyKilled function with data checking.flv
57.53MB
14-GameState/16. Randomly placing the player in the level based on waypoints.flv
52.24MB
14-GameState/12. Creating a function to save all of our stats after a round.flv
50.15MB
14-GameState/10. Listening for pausing and adding pause functionality.flv
47.89MB
14-GameState/09. Using Yield to pause our script execution for a second.flv
46.17MB
14-GameState/17. Cleaning up the WonRound and adding a random spawn toggle.flv
44.49MB
14-GameState/05. Using Get functions to let other scripts access our variable....flv
44.26MB
14-GameState/08. Beginning the Won Round function.flv
43.14MB
14-GameState/06. Connecting our Render Overlay script component.flv
39.18MB
14-GameState/03. Consulting our game design document to begin our script.flv
33.76MB
14-GameState/04. Coding our Timer and counting down in the Update function.flv
33.2MB
14-GameState/07. Adding Update logic to turn the overlay on and off.flv
24.49MB
14-GameState/02. Examining our start scene and the scripts that are included.flv
15.85MB
14-GameState/01. Introduction and project overview.flv
7.73MB
15-EnemyAIandWaypoints/32 - Updating our enemy prefab with the new geometry.flv
80.88MB
15-EnemyAIandWaypoints/14 - Coding a function to return a random waypoint.flv
66.5MB
15-EnemyAIandWaypoints/33 - Changing our enemy animation in code with animation play.flv
60.82MB
15-EnemyAIandWaypoints/16 - Creating a Spawner script to create new enemies.flv
59.85MB
15-EnemyAIandWaypoints/34 - Coding an attack decision into our transition function.flv
58.24MB
15-EnemyAIandWaypoints/35 - Telling our Spawn Controller when an enemy has died.flv
57.58MB
15-EnemyAIandWaypoints/23 - Refactoring our code into a new function.flv
57.57MB
15-EnemyAIandWaypoints/22 - Using Rotate Towards and Look Rotation to rotate the enemy.flv
57.24MB
15-EnemyAIandWaypoints/43 - Stopping the animations from playing while paused.flv
56.46MB
15-EnemyAIandWaypoints/08 - Relaying information to neighbors without infinite loops.flv
55.75MB
15-EnemyAIandWaypoints/36 - Changing our movement speed based on the current state.flv
55.4MB
15-EnemyAIandWaypoints/06 - Coding a variable distance with a while loop.flv
54.08MB
15-EnemyAIandWaypoints/39 - Using random values to create more realistic movement.flv
51.41MB
15-EnemyAIandWaypoints/13 - Locating the closest waypoint to any point in space.flv
49.69MB
15-EnemyAIandWaypoints/18 - Controlling the number of enemies spawned.flv
49.23MB
15-EnemyAIandWaypoints/15 - Using a While True Yield loop to update every few seconds.flv
49.08MB
15-EnemyAIandWaypoints/09 - Initializing a Generic List of waypoints to get to the player.flv
48.51MB
15-EnemyAIandWaypoints/29 - Adding a distance check before the enemy starts following.flv
47.84MB
15-EnemyAIandWaypoints/31 - Importing our final geometry and splitting animations.flv
47.65MB
15-EnemyAIandWaypoints/30 - Transforming the enemy forward in the start state.flv
47.61MB
15-EnemyAIandWaypoints/26 - Creating a basic Finite State Machine to run our enemy AI.flv
45.56MB
15-EnemyAIandWaypoints/41 - Testing if we have been attacked or hit.flv
45.18MB
15-EnemyAIandWaypoints/20 - Moving with the Smooth Damp method.flv
44.73MB
15-EnemyAIandWaypoints/03 - Waypoint ideas, concepts and our implementation.flv
44.28MB
15-EnemyAIandWaypoints/44 - Stopping the logic from running when the game is over.flv
42.91MB
15-EnemyAIandWaypoints/04 - Creating an initial Waypoint prefab and setting it up.flv
42.79MB
15-EnemyAIandWaypoints/10 - Creating an initialize function and removing the countdown.flv
42.74MB
15-EnemyAIandWaypoints/19 - Creating a basic enemy script to use our waypoints.flv
41.95MB
15-EnemyAIandWaypoints/11 - Using conditionals to check if we want to update the list.flv
41.91MB
15-EnemyAIandWaypoints/21 - Deciding when to go to the next waypoint.flv
41.82MB
15-EnemyAIandWaypoints/25 - Refactoring into an infinite loop function to update waypoints.flv
40.02MB
15-EnemyAIandWaypoints/40 - Adding a collider to our prefab for hit testing.flv
39.94MB
15-EnemyAIandWaypoints/12 - Creating a controller script that gathers all the waypoints.flv
38.23MB
15-EnemyAIandWaypoints/27 - Using a Switch statement to run code based on the enemy state.flv
37.89MB
15-EnemyAIandWaypoints/42 - Coding for other notifications to work in our game.flv
37.32MB
15-EnemyAIandWaypoints/24 - Updating the Player Location list so the enemies don't stop.flv
36.22MB
15-EnemyAIandWaypoints/02 - Mapping out the problem of entities moving around our level.flv
35.69MB
15-EnemyAIandWaypoints/37 - Refactoring our code to be more readable and user friendly.flv
34.54MB
15-EnemyAIandWaypoints/05 - Filtering nearby objects to other waypoints with a layer mask.flv
34.38MB
15-EnemyAIandWaypoints/07 - Building in line-of-sight with layer masks.flv
33.12MB
15-EnemyAIandWaypoints/28 - Creating a function to check for transitions.flv
32.62MB
15-EnemyAIandWaypoints/38 - Playtesting our enemy AI and hunting down bugs.flv
29.78MB
15-EnemyAIandWaypoints/17 - Using a Spawn Controller to randomly spawn enemies.flv
22.28MB
15-EnemyAIandWaypoints/01 - Introduction and project overview.flv
8.14MB
16-CharacterScripting/9. Quickly crossfading our other animations for playback.flv
45.87MB
16-CharacterScripting/6. Coding conditionals for the rest of our movement animations.flv
44.21MB
16-CharacterScripting/2. Importing our character model and splitting the animations.flv
37.99MB
16-CharacterScripting/8. Putting our animations on layers and adding blending.flv
36.42MB
16-CharacterScripting/7. Listening for the GUI notifications.flv
36.26MB
16-CharacterScripting/11. Stopping all animations and playing the death animation.flv
33.98MB
16-CharacterScripting/3. Fixing the animation loop twitching and transferring scripts.flv
33.08MB
16-CharacterScripting/4. Getting and mapping our Left Joystick position directions.flv
31.49MB
16-CharacterScripting/5. Crossfading the animations based on the joystick position.flv
27.21MB
16-CharacterScripting/10. Freezing all of our animations in certain states.flv
16.11MB
16-CharacterScripting/1. Introduction and project overview.flv
7.02MB
17-SoundEffects/6. Creating the tick sound effects.flv
69.71MB
17-SoundEffects/2. Adding audio to the assault rifle.flv
64.72MB
17-SoundEffects/4. Adding footstep sounds to the character.flv
60.76MB
17-SoundEffects/5. Implementing audio to our damaged player.flv
33.02MB
17-SoundEffects/7. Adding the music player.flv
31.02MB
17-SoundEffects/3. Adding audio to the shotgun.flv
30.97MB
17-SoundEffects/1. Introduction and project overview.flv
6.46MB
18-Final Assembly/10 - Publishing the final build.flv
60.77MB
18-Final Assembly/4 - Creating the holstered weapon functionality.flv
40.69MB
18-Final Assembly/2 - Collaborating the project files.flv
39.06MB
18-Final Assembly/5 - Inspecting the GUI functionality.flv
37MB
18-Final Assembly/9 - Creating the main menu.flv
36.46MB
18-Final Assembly/6 - Inspecting the enemy AI and waypoints.flv
34.28MB
18-Final Assembly/3 - Inspecting the player in the final build.flv
34.26MB
18-Final Assembly/7 - Inspecting the game state.flv
18.45MB
18-Final Assembly/8 - Inspecting the highscore level.flv
16.32MB
18-Final Assembly/1 - Introduction and Project Overview.flv
6.53MB
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