Unity offers a very transparent method for composing your game architecture. You can even generate 3D terrain or create 2D tilemaps right in the engine, so there are a well-rounded set of tools to use for whatever graphics you’re using. Each graphic type comes with its own specialized set tools (such as sprite sheet cutting for 2D graphics) and even has its own script APIs to call upon for different physics options that are suited for each style.ģD graphics also offer an extremely robust set of tools as well with the ability to create custom materials, build shaders with the Shader Graph, customize lighting, utilize post-processing effects, and more. 3D and 2D Graphics SupportĪs mentioned at the beginning, Unity provides support for both 3D and 2D graphics – allowing you the freedom to choose the art style you want for your projects. Let’s talk about key features that the engine offers so you can decide if you want to download Unity. They’ve also expanded their reach into other industries as well with a huge focus on real-time 3D development, making it one of the most powerful engines available. Over the course of its long life, the engine has changed and expanded dramatically, managing to keep up with the latest practices and technologies.Įven today, the game engine’s main focus is to both provide the most robust set of tools possible for the game development industry, as well as make it as easy as possible for game developers of any skill level to use the engine (yes, including beginner developers). Developed by Unity Technologies, it was made in order to provide more developers access to game development tools, which in those days was a novel venture. Unity is a 2D & 3D game engine that has been around since 2005. Virtual Reality & Augmented Reality Capabilities.Lets you set or clear per-renderer or per-material parameter overrides. Returns true if the Renderer has a material property block attached via SetPropertyBlock. Get per-Renderer or per-Material property block. Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. Returns all components of Type type in the GameObject or any of its parents.Ĭalls the method named methodName on every MonoBehaviour in this game object.Ĭalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. Returns all components of Type type in the GameObject or any of its children. Returns all components of Type type in the GameObject. Returns the component of Type type in the GameObject or any of its parents. Returns the component of Type type in the GameObject or any of its children using depth first search. Returns the component of Type type if the game object has one attached, null if it doesn't. Matrix that transforms a point from world space into local space (Read Only).Ĭalls the method named methodName on every MonoBehaviour in this game object or any of its children. Unique ID of the Renderer's sorting layer. Should reflection probes be used for this Renderer?ĭetermines which rendering layer this renderer lives on. The UV scale & offset used for a realtime lightmap. The index of the realtime lightmap applied to this renderer. If set, Renderer will use this Transform's position to find the light or reflection probe. Specifies the mode for motion vector rendering. Returns all the instantiated materials of this object. Returns the first instantiated Material assigned to the renderer. Matrix that transforms a point from local space into world space (Read Only). If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. The UV scale & offset used for a lightmap. The index of the baked lightmap applied to this renderer. Is this renderer visible in any camera? (Read Only) Has this renderer been statically batched with any other renderers? Makes the rendered 3D object visible if enabled. The bounding volume of the renderer (Read Only). Should the object be hidden, saved with the scene or modifiable by the user?Ĭontrols if dynamic occlusion culling should be performed for this renderer. The Transform attached to this GameObject. A component is always attached to a game object. The game object this component is attached to.
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