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이재현
저자:이재현 SI업계에서13년간프리랜서개발자로주로반도체분야와금융권에서일하다가,2008년아이폰게임개발에첫발을내디뎠다.이후유니티로전향해1인개발자로서다수의게임을앱스토어에출시했다.유니티관련자료가거의없던2011년에국내최초로유니티동영상강좌사이트(www.Unity3dStudy.com)를개설해많은유니티입문자에게무료강좌를제공해왔다.현재유니티코리아의공인마스터즈로활동중이며오프라인에서도유니티게임개발과VR/AR콘텐츠개발강좌를진행한다.또한1인개발자로서좋은게임을개발하고자노력하고있다.
▣01장:유니티엔진의소개리얼타임3D플랫폼유니티의장점____멀티플랫폼지원____통합개발환경____유니티라이선스정책____정보공유를위한커뮤니티활성화____에셋스토어유니티로만들어진게임및콘텐츠유니티설치____유니티허브에서로그인또는계정생성____라이선스활성화____유니티에디터설치유니티에디터소개____유니티에디터구조____뷰____툴바의기능____단축키설정정리▣02장:게임개발준비이책에서개발할게임소개및개발순서프로젝트생성유니티에디터의환경설정____레이아웃____프로젝트뷰의칼럼프로젝트뷰의체계적인관리캐릭터모델임포트하기____유니티패키지를통한리소스설치에셋스토어____무료리소스내려받기정리▣03장:게임스테이지제작바닥생성및배치텍스처____텍스처의해상도조절머티리얼____머티리얼의자동적용____머티리얼생성____Albedo,NormalMap적용____머티리얼적용방법____타일링속성____프리뷰의다양한기능셰이더및물리기반셰이딩____렌더링모드____알베도____메탈릭속성____노멀맵____하이트맵____오클루전____이미션____디테일마스크프리팹____네스티드프리팹____벽만들기____프리팹생성____프리팹의복제및네이밍____스내핑기능조명____DirectionalLight____PointLight____SpotLight____AreaLight실시간라이트매핑기능____LightingSettings에셋____AutoGenerate옵션하늘표현방식____6방면스카이박스____스카이박스적용____프로시저럴스카이박스____큐브맵스카이박스정리▣04장:주인공캐릭터제작3D모델불러오기유니티엔진의개발방식____컴포넌트기반의개발방식C#스크립트____스크립트코드에디터____추천하는코드에디터____코드에디터변경____C#스크립트생성____유니티의주요이벤트함수____이벤트함수의호출순서키보드입력값받아들이기____InputManager____GetAxis메서드____스크립트적용방식____GetAxisRaw메서드캐릭터의이동____Vector3구조체____정규화벡터____컴포넌트캐시처리________Translate함수____Time.deltaTime____public,private접근제한자____인스펙터뷰에노출된변수의우선순위____private변수의인스펙터뷰노출____벡터의덧셈연산캐릭터회전-Rotate____씬뷰에서가상카메라의이동애니메이션____애니메이션클립____애니메이션적용____애니메이션블렌딩무기장착그림자____실시간그림자____메시를이용한그림자LevelOfDetail설정____LODGroup컴포넌트FollowCamera로직____Vector3.Lerp,Vector3.Slerp____Vector3.SmoothDamp____TargetOffset적용정리▣05장:총발사로직 총알모델준비Rigidbody컴포넌트물리엔진속성설정-PhysicsManagerCollider컴포넌트____BoxCollider____SphereCollider____CapsuleCollider____MeshCollider____WheelCollider____TerrainCollider충돌감지조건충돌이벤트Tag활용____OnCollisionEnter콜백함수____CompareTag함수____Bullet의프리팹전환총알발사로직____총알의발사위치____런모드에서수정한속성____기즈모의활용____스크립트작성방식총알발사궤적효과만들기-TrailRenderer____TrailRenderer____프리팹의변경내용조회및저장파티클활용하기____충돌지점과법선벡터____쿼터니언(Quaternion)폭발효과및폭발력생성____ScaleFactor____하이러키뷰의간략화텍스처변경하기-MeshRenderer____폭발력적용하기-AddExplosionForce____OverlapSphereNonAlloc오디오____AudioListener,AudioSource컴포넌트____오디오파일임포트및설정____오디오임포트옵션-LoadType____오디오임포트옵션-CompressionFormat____총소리구현총구화염효과-MuzzleFlash____코루틴함수____MuzzleFlash의블링크효과____MuzzleFlash의텍스처오프셋변경____코루틴의응용-임계치정리▣06장:적캐릭터제작유한상태머신의정의메카님____적캐릭터3D모델임포트____메카님애니메이션으로전환____애니메이션클립속성____애니메이션리타게팅____Animator컴포넌트애니메이터컨트롤러____스테이트전이와파라미터내비게이션-적캐릭터의순찰및추적____내비게이션설정-NavigationStaticFlag____내비메시베이크____NavMeshAgent컴포넌트유한상태머신구현____적캐릭터의상태체크____적캐릭터의행동구현____애니메이션동기화____몬스터공격루틴____몬스터피격리액션혈흔효과____Resources폴더적캐릭터의공격능력____OnTriggerEnter콜백함수특정레이어간의충돌감지본구조의최적화몬스터공격중지____애니메이션의재생속도조절사용자정의이벤트-Delegate____델리게이트____주인공의사망이벤트처리몬스터의사망처리____RootTransformPosition정리▣07장:유니티UI시스템유니티UI구현형태____IMGUI____UIToolkit____UnityUI____UI리소스준비Canvas객체____EventSystem객체____Canvas객체의컴포넌트Canvas컴포넌트____ScreenSpace-Overlay____ScreenSpace-Camera____WorldSpaceRectTransform컴포넌트앵커프리셋____기본앵커프리셋____Alt키조합의앵커프리셋____Shift키조합의앵커프리셋____Alt+Shift키조합의앵커프리셋____anchoredPosition속성____Anchors속성Image컴포넌트____Simple____Sliced____Tiled____텍스처의WrapMode____FilledRawImage컴포넌트Button컴포넌트____Transition속성____Navigation____ButtonEventText컴포넌트스크립트에서버튼이벤트처리하기____람다식TextMeshPro____TextMeshPro의필수리소스설치____Text-TextMeshPro____TextMeshPro의한글처리____KSX1001규격의한글2350자생명게이지구현정리▣08장:게임매니저적캐릭터의출현로직____SpawnPointGroup생성____GameManager객체생성____Invoke,InvokeRepeate함수싱글턴디자인패턴오브젝트풀링스코어UI구현____PlayerPrefs를활용한스코어저장정리▣09장:레이캐스트활용레이캐스트____DrawRay____Raycast,RaycastHit정리▣10장:내비게이션고급기법동적장애물____NavMeshObstacle컴포넌트OffMeshLinkGeneration사용자정의OffMeshLink자연스러운회전처리AreaMask의활용____경로의가중치정리▣11장:라이트매핑및라이트프로브전역조명조명모드____Realtime모드____Mixed모드____Baked모드라이트매핑____GenerateLightmapUVs옵션____LightmapStatic플래그____라이팅뷰____Progressive라이트매퍼____라이팅뷰의Environment____Baked라이트매핑____라이트맵베이크____AreaLight라이트프로브____LightProbeGroup____AnchorOverride정리▣12장:씬관리Scene분리Scene병합멀티씬에디트기능정리▣13장:오클루전컬링컬링방식____프러스텀컬링____거리비례에의한컬링____오클루전컬링오클루전컬링실습____OccluderStatic,OccludeeStatic정리▣14장:InputSystem레거시Input클래스새로운InputSystem의특징____InputSystem의구조____InputSystem의환경설정
★이책에서다루는내용★◎유니티설치및인터페이스소개◎게임스테이지제작◎레거시애니메이션및메카님애니메이션◎적캐릭터(NPC)의유한상태머신(FSM;FiniteStateMachine)구현◎내비게이션메쉬를이용한적캐릭터추적기능◎현실적인폭발효과및MuzzleFlash구현◎실시간그림자와모바일용그림자처리◎레이캐스트(Raycast)를응용한발사처리◎씨네머신을활용한카메라워킹기법소개◎유니티UI소개및게임인터페이스구현◎게임매니저및오브젝트풀구현◎내비게이션고급기법(동적장애물,OffMeshLink)소개◎라이트맵핑및라이트프로브소개◎오클루전컬링을활용한렌더링성능향상기법소개◎새로운입력방식인InputSystem의활용예제소개◎Progressive라이트매퍼를이용한라이트맵및라이트프로브소개