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Unit 3 Game Programming

The document provides an introduction to rendering engines and Unity. It discusses Unity's multi-platform publishing capabilities for VR and AR. Key Unity concepts covered include 2D and 3D graphics, physics, scripting, animation, timeline, multiplayer, networking, UI, navigation, XR, and publishing. Scripting tools and event handling are overviewed. Differences between VR, AR and MR are explored along with relevant SDKs and devices. Installation options for Unity are described including the Unity Hub. The document discusses 2D and 3D projects in Unity and the asset workflow. It also covers creating gameplay through scenes and game objects as well as input handling and the important role of transforms.

Uploaded by

Manoj Fulwadiya
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
123 views

Unit 3 Game Programming

The document provides an introduction to rendering engines and Unity. It discusses Unity's multi-platform publishing capabilities for VR and AR. Key Unity concepts covered include 2D and 3D graphics, physics, scripting, animation, timeline, multiplayer, networking, UI, navigation, XR, and publishing. Scripting tools and event handling are overviewed. Differences between VR, AR and MR are explored along with relevant SDKs and devices. Installation options for Unity are described including the Unity Hub. The document discusses 2D and 3D projects in Unity and the asset workflow. It also covers creating gameplay through scenes and game objects as well as input handling and the important role of transforms.

Uploaded by

Manoj Fulwadiya
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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I

ntroducti
ont oRenderingEngi nes:Understandingt hecur r
entmar ketRender i
ngEngines.
UnderstandingAR,VRandMR.Dept hMapper s,Mobi l
ePhones, Smar tGlasses,HMD’s
Unit
yEngi ne:Mult
i-
platfor m publi
shing,VR+AR: Introductionandwor ki
nginUni t
y,2D,
Graphics,Physi
cs,Scri
pt ing,Animat i
on,Timeline,Mul ti
playerandNet working,UI,
Navigati
onandPat hfi
ndi ng,XR, Publishi
ng.
Scri
pting:Scri
pti
ngOv erv i
ew, Script
ingToolsandEv entOverview
XR:VR, AR,MR, Concept ualDifferences.SDK,Dev ices

Wor
kingi
nUni
ty
I
nst
all
ati
onOpt
ions

Youcani
nst
all
theUni
tyEdi
tori
nthef
oll
owi
ngway
s:

 TheHubprovi
desacent
ral
locat
iont
omanagey
ourEdi
tori
nst
all
ati
ons,
Account
sand
Li
censes,
andProj
ect
s.

 YoucanusetheDownl
oadAssi
stantt
oinst
allt
heEdi
tor
.Ify
ousubsequent
lychooset
o
i
nstal
ltheHub,
youcanaddi
ttotheHubatthatti
me.

 TheUnityDownloadAssistantsuppor
tsoffl
i
nedeployment
.Thi
sall
owsy out
odownload
al
lthenecessar
yf i
l
esforinstal
li
ngUnityandgener
ateascri
ptt
oinst
all
theEdit
oron
computerswit
houtint
ernetaccess.

Uni
tyHub

TheUnit
yHubisastandaloneappl
icat
ionthatst
reamlinesthewayyoufi
nd,downl
oad,and
manageyourUni
tyProj
ectsandinstal
l
ati
ons.Inaddit
ion,youcanmanual
lyaddver
sionsofthe
Edi
tort
hatyouhavealr
eadyinst
all
edony ourmachinetoy ourHub.

2Dor3Dpr
oject
s

Uni
tyisequall
ysuit
edtocr
eati
ngboth2Dand3Dgames.Wheny oucreat
eanewproj
ecti
n
Uni
ty,youhavethechoi
cetost
artin2Dor3Dmode.Youcanswapbetween2Dor3Dmodeat
anyti
mer egar
dlessoft
hemodey ousetwheny
oucreat
edyourproj
ect.

1
AssetWor
kfl
ow

Anassetisrepresentati
onofanyitem t
hatcanbeusedi ny ourgameorproject
.Anassetmay
comef rom afil
ecreatedoutsi
deofUnity,suchasa3Dmodel ,anaudi
ofil
e,animage,oranyof
theotherty
pesoff i
lethatUnit
ysupports.Therear
ealsosomeassett ypesthatcanbecreated
withi
nUnity,suchasanAni matorContr
oller,anAudi
oMi xeroraRenderTexture.

Cr
eat
ingGamepl
ay

Scenes

Scenescontai
nt heenv
ironmentsandmenusofy ourgame.ThinkofeachuniqueScenef
il
easa
uniquelev
el.I
neachScene, y
ouplaceyourenv
ironments,
obstacl
es,anddecorat
ions,
essenti
all
ydesigni
ngandbuildi
ngyourgameinpieces.

GameObj
ect
s

Everyobjecti
ny ourgamei saGameObject
,fr
om charact
ersandcoll
ecti
blei
temstoli
ghts,
camer asandspecialef
fects.However
,aGameObjectcan’tdoanyt
hingonit
sown;youneedto
giv
ei tproper
ti
esbeforeitcanbecomeacharact
er,anenvironment
,oraspecial
eff
ect.

I
nput

Unit
ysupportsthemostconv enti
onal
typesofi
nputdevi
ceusedwithgames(suchas
contr
oll
ers,
joypads,
keyboardandmouse)butalsothetouchscr
eensandmovement-
sensi
ng
capabi
li
ti
esofmobi l
edevices.Ital
sosuppor
tsi
nputfrom VRandARsy st
ems

Tr
ansf
orms

TheTransfor
misusedtost
oreaGameObject’
sposi
tion,
rotat
ion,scal
eandparent
ingstat
eand
i
sthusv er
yimpor
tant
.AGameObjectwi
l
lalwayshav
eaTr ansform componentatt
ached-iti
s

2
notpossi
blet
oremov
eaTr
ansf
orm ort
ocr
eat
eaGameObj
ectwi
thoutone.

Const
rai
nts

AConstr
aintcomponentli
nkst
heposit
ion,
rot
ati
on,
orscaleofaGameObj
ectt
oanother
GameObject.Aconst
rai
nedGameObjectmoves,
rot
ates,
orscal
esli
ket
heGameObj
ectiti
s
l
inkedt
o.

Rot
ati
onandOr
ient
ati
oni
nUni
ty

Rotati
onsin3Dappli
cati
onsareusuall
yrepr
esentedinoneoft
woway s,Quaterni
onsorEul
er
angles.Eachhasi
tsownusesanddr awbacks.Unit
yusesQuat
erni
onsinternal
ly,
butshows
val
uesoft heequi
val
entEul
erangl
esi nthei
nspectortomakei
teasyfory outoedit
.

Li
ght
s

Li
ght
sareanessent
ial
par
tofever
yscene.Whi
l
emeshesandt
extur
esdefi
net
heshapeand
l
ookofascene,
li
ght
sdefi
nethecol
orandmoodofy
our3Denvi
ronment
.

Camer
as

Justascamer asareusedinf i
l
mst odispl
aythest
orytotheaudience,CamerasinUnit
yare
usedtodisplaythegamewor ldtotheplay
er.Youwil
lal
wayshav eatleastonecameraina
scene,butyoucanhav emor ethanone.Mult
ipl
ecamerascangiv eyouatwo-pl
ayerspl
it
screen
orcreateadvancedcustom eff
ects.Youcananimat
ecamer as,
orcont r
olthem wi
thphysi
cs.

Cr
oss-
Plat
for
m Consi
der
ati
ons

MostofUnity’
sAPIandpr oj
ectstructur
eisident
icalf
orall
support
edpl
atf
ormsandinsome
casesaprojectcansimpl
yber ebuil
ttorunondiffer
entdevi
ces.Howev
er,
fundament
al
dif
fer
encesinthehardwareanddepl oymentmethodsmeant hatsomepar
tsofaproj
ectmay
notportbet
weenpl at
for
mswi thoutchange.

Publ
i
shi
ngBui
l
ds

Atanytimewhileyouarecreat
ingyourgame,youmightwanttoseehowi tl
ookswhenyou
buil
dandrunitoutsi
deoftheeditorasastandal
one.Fi
l
e>BuildSetti
ngs…isthemenuitem to
accesstheBuil
dSetti
ngswindow.Itpopsupaneditabl
eli
stofthescenesthatwi
l
lbeincluded
wheny oubui
ldyourgame.

2D
Gamepl
ayi
n2D

Whi
lefamousfori
ts3Dcapabil
i
ties,Uni
tycanal
sobeusedt
ocreat
e2Dgames.Thef
amil
i
ar
f
unct
ionsoft
heeditorar
esti
l
lavailabl
ebutwit
hhel
pful
addi
ti
onstosi
mpl
if
y2Ddevel
opment
.

3
Themosti mmediat
elynot
iceabl
ef eat
ureisthe2Dv iewmodebut t
oninthetool
baroftheScene
view.When2Dmodei senabled,anorthographi
c(ie,perspect
ive-
fr
ee)vi
ewwi l
lbeset;
the
cameralooksal
ongtheZaxi swiththeYaxi si
ncreasingupwards.Thi
sallowsyoutovisual
i
se
thesceneandpl
ace2Dobj ectseasil
y.

2Dgr
aphi
cs

Graphicobject
sin2Dar eknownasSpr i
tes.Sprit
esareessent
ial
l
yj uststandardtext
uresbut
therearespeci
altechni
quesforcombi ni
ngandmanagi ngspri
tetexturesforeff
ici
encyand
convenienceduri
ngdevelopment.Unityprovidesabuilt
-i
nSpri
teEditortoletyouextractspri
te
graphi
csf r
om alargeri
mage.Thisallowsy out oeditanumberofcomponenti mageswi t
hina
singl
etexturei
nyourimageeditor.Youcoul duset hi
s,f
orexample,tokeept hearms, l
egsand
bodyofachar act
erasseparateelement swithinoneimage.

2Dphy
sics
Uni
tyhasaseparatephysicsengineforhandli
ng2Dphysi
cssoastomakeuseof
opt
imizat
ionsonl
yavail
ablewith2D.Thecomponentscorr
espondtothestandar
d3Dphysi
cs
componentssuchasRigidbody,BoxColl
iderandHi
ngeJoint
,butwi
th“2D”appendedt
othe
name.

Gr
aphi
csOv
erv
iew
Li
ght
ing

Inordertocalcul
atetheshadi
ngofa3Dobj ect,Unit
yneedstoknowt heintensi
ty,
dir
ecti
onand
colorofthel
ightthatfal
lsoni
t.Bydefault
,li
ghtsinUnity-dir
ecti
onal
,spotandpoi nt
,are
realt
ime.Thi
smeanst hatt
heycontr
ibutedirectli
ghttothesceneandupdat eever
yframe.As
l
ightsandGameObj ect
saremov edwithi
nthescene, li
ghti
ngwill
beupdat edimmediatel
y.Thi
s
canbeobser vedinboththesceneandgamev i
ews.

Camer
as

AUni
tysceneiscreatedbyarr
angi
ngandmov ingobj
ect
sinat
hree-
dimensi
onalspace.Si
nce
t
hevi
ewer’sscr
eeni stwo-
dimensi
onal,
ther
eneedstobeawaytocaptur
eav i
ewand“ fl
att
en”i
t
f
ordi
spl
ay.Thisisaccompli
shedusingCameras.

Acamer aisanobjectthatdefinesav i
ewinscenespace.Theobj ect’
spositi
ondefinesthe
vi
ewpoint,whil
etheforward(Z)andupwar d(Y)axesoftheobjectdefi
nethev i
ewdi r
ectionand
t
het opofthescreen,respect
ivel y.TheCamer acomponentalsodefinesthesizeandshapeof
t
her egi
onthatfall
swithinthev iew.Wi t
htheseparameterssetup,thecamer acandisplaywhat
i
tcurrent
ly“sees”t
othescr een.Ast hecameraobjectmov esandrotates,t
hedispl
ay edv i
ew
wil
lalsomov eandrotateaccor dingly.

Mat
eri
als,
Shader
s&Text
ures

4
 Mater
ial
sdef i
nehowasurf
aceshouldberendered,
byincl
udi
ngrefer
encestot
he
Text
uresituses,
til
i
ngi
nfor
mati
on,Colort
int
sandmor e.Theavai
labl
eopti
onsfora
Mater
ialdependonwhi
chShadertheMateri
alisusi
ng.

 Shadersaresmall
scr
ipt
sthatcont
aint
hemat hemat
ical
calcul
ati
onsandalgori
thmsf
or
cal
culat
ingtheCol
orofeachpi
xelr
endered,
basedontheli
ghti
nginputandtheMater
ial
confi
gurat
ion.

 Text
uresarebit
mapimages.AMateri
alcancontai
nrefer
encestot
extures,
sothatt
he
Mater
ial
’sShadercanuset
hetext
ureswhil
ecalcul
ati
ngthesurf
acecolorofa
GameObject.

Vi
deoov
erv
iew

UseUnity
’svi
deosy
stem t
oint
egr
atevi
deoint
oyourgame.Vi
deof
ootagecanaddr
eal
i
sm,
sav
e
onrenderi
ngcompl
exi
ty,
orhel
pyouint
egr
atecont
entavai
l
abl
eext
ernal
ly
.

Ter
rai
nEngi
ne

Unity
’sTerr
ainsyst em al
lowsyoutoaddv astlandscapestoyourgames.Atr unt
ime,ter
rai
n
renderi
ngishi
ghlyopt i
mizedforrender
ingeff
iciencywhil
eintheedit
or,aselecti
onoftoolsi
s
avail
ablet
omaket err
ainseasyandquicktocreate.Thissect
ionexpl
ainsthev ar
iousopti
ons
avail
ablef
orter
rainsandhowt omakeuseoft hem.

Tr
eeEdi
tor

Uni
typrovi
desatool
cal
l
edTreeEdit
orthatl
etsyoudesi
gnt
reesdir
ectl
ywit
hint
heedi
tor
.Thi
s
i
sveryuseful
whenyouwantt
ocreatedetai
l
edforest
sandj
ungleswit
hdif
fer
enttr
eet
ypesand
var
iat
ions.

Par
ti
cl
eSy
stems

Ina3Dgame, mostchar acter


s,propsandscener yelementsarerepresentedasmeshes, whi l
ea
2Dgameusesspr i
tesforthesepurposes.Meshesandspr it
esaretheidealwayt odepict“ sol
id”
object
swithawell-
definedshape.Therear eotherenti
ti
esingames, howev er,thatarefluidand
i
ntangibl
einnatur
eandconsequent l
ydif
ficul
ttopor t
rayusingmeshesorspr i
tes.Foref fects
l
ikemov i
ngli
quids,smoke, cl
ouds,fl
amesandmagi cspells,adi
ffer
entappr oacht ographi cs
knownaspar t
icl
esy st
emscanbeusedt ocapturetheinherentf
lui
dit
yandener gy.

Hi
ghDy
nami
cRangeRender
ing

I
nstandardrenderi
ng,
thered,
greenandblueval
uesforapi
xelar
eeachrepr
esent
edbya
f
ract
ionintherange0..
1,wher
e0r epr
esentszer
oint
ensi
tyand1repr
esent
sthemaxi
mum

5
i
ntensi
tyfort
hedispl
aydevi
ce.Whi
l
ethisi
sstrai
ght
for
war
dtouse,
itdoesn’
taccur
atel
yref
lect
t
hewayt hatl
ight
ingworksi
nareal
li
fescene.

Lay
ers
Layer
saremostcommonl yusedbyCamerastor
enderonl
yapartofthescene,
andbyLi ghtsto
i
ll
uminateonlypart
soft
hescene.Butt
heycanal
sobeusedbyraycasti
ngtoselect
ivel
yignore
col
li
dersortocreat
ecol
li
si
ons.

Phy
sicsOv
erv
iew
Ri
gidbodyov
erv
iew

 ARigi
dbodyisthemaincomponentt
hatenabl
esphysi
calbehav
iourforaGameObj ect.
Wit
haRi gi
dbodyat
tached,
theobj
ectwil
li
mmediatel
yrespondtogravi
ty.Ifoneormore
Col
li
dercomponentsareal
soadded,t
heGameObjecti
smov edbyincomi ngcoll
i
sions.

 SinceaRigidbodycomponentt akesoverthemovementoftheGameObjecti
tisatt
ached
to,youshouldn’
ttr
ytomov eitfrom ascri
ptbychangi
ngtheTransf
orm pr
operti
essuch
aspositi
onandr ot
ati
on.I
nstead, youshouldappl
yfor
cestopushtheGameObjectand
l
ett hephysi
csenginecal
culatetheresul
ts.

Col
l
ider
s

 Coll
idercomponentsdefi
netheshapeofanobj ectforthepurposesofphysical
col
li
sions.Thesimplest(
andleastprocessor
-i
ntensi
ve)coll
ider
saretheso-call
ed
pri
mi t
ivecol
li
derty
pes.In3D,thesearetheBoxCol l
i
der,SphereColl
i
derandCapsule
Coll
ider.

 I
n2D, y
oucanuset
heBoxColl
i
der2DandCir
cleCol
li
der2D.Anynumberoft
hesecan
beaddedt
oasingl
eobj
ectt
ocreat
ecompoundcoll
i
ders.

Joi
nts

 Youcanattachonerigi
dbodyobj
ecttoanot
herort
oaf i
xedpointinspaceusingaJoint
component.General
ly,
youwantajoi
nttoal
lowatleastsomef r
eedom ofmot ionandso
Uni
typrov
idesdiff
erentJoi
ntcomponentst
hatenf
orcediff
erentrestr
ict
ions.

 Forexample,aHingeJoi
ntal
lowsr
otat
ionaroundaspecifi
cpointandaxiswhil
ea
Spri
ngJointkeepstheobj
ect
sapar
tbutlet
st hedi
stancebetweenthem str
etchsl
i
ght
ly.

Char
act
erCont
rol
l
ers

6
 Thechar
act
eri
nafir
st-orthi
rd-
per
songamewi l
lof
tenneedsomecol
li
sion-
based
physi
cssot
hati
tdoesn’
tfall
thr
oughthef
loororwal
kthroughwal
l
s.

 Usually
,though,
thechar
act
er’
saccelerat
ionandmov ementwil
lnotbephy
sical
l
y
reali
sti
c,soitmaybeabl
etoaccel
erate,brakeandchangedi
rect
ional
mostinst
ant
ly
withoutbeingaf
fect
edbymomentum.

 In3Dphysi
cs,t
histy
peofbehav
iourcanbecreatedusingaCharact
erContr
oll
er.This
componentgi
vesthechar
act
erasimple,
capsule-shapedcol
l
idert
hati
salwaysupright.

Phy
sicsDebugVi
sual
i
zat
ion

 Physi
csDebugVisual
i
seral
l
owsyoutoquickl
yinspectt
heCol
l
idergeomet
ryi
nyour
Scene,
andprof
il
ecommonphysi
cs-basedscenari
os.

 Itpr
ovi
desav i
sual
isat
ionofwhichGameObj ect
sshoul
dandshoul
dnotcoll
i
dewi t
h
eachother
.Thisi
sparticul
arl
yusef
ulwhentherearemanyCol
li
der
sinyourScene,ori
f
theRenderandColl
isi
onMeshesar eoutofsync.

Scr
ipt
ingOv
erv
iew
Script
ingisanessent i
ali
ngredientinal
lgames.Eventhesimplestgameneedsscr i
pts,t
o
respondtoinputfrom theplayerandarrangeforevent
sinthegamepl aytohappenwhent hey
should.Beyondthat,scri
ptscanbeusedt ocr
eategraphi
caleff
ects,contr
olt
hephysical
behaviourofobj
ect sorevenimpl ementacustom AIsyst
em forcharacter
sinthegame.

Cr
eat
ingandUsi
ngScr
ipt
s

 Thebehavi
orofGameObj ectsiscont
roll
edbytheComponentsthatar
eattachedto
them.Al
thoughUnity
’sbuil
t-i
nComponent scanbeveryv
ersati
l
e,youwil
lsoonfindyou
needtogobey ondwhattheycanprovidetoimpl
ementyourowngameplayf eat
ures.
Unit
yall
owsy outocreat
ey ourownComponent susi
ngscri
pts.

 Theseallowyout otr
iggergameevent
s,modi
fyComponentpropert
iesovert
imeand
respondtouserinputinanywayyouli
ke.Unl
i
kemostotherassets,
scri
ptsareusual
l
y
createdwit
hinUnitydir
ectl
y.

 Youcancreat
eanewscri
ptfr
om t
heCr
eatemenuatt
hetopl
eftoft
hePr
ojectpanel
or
bysel
ect
ingAsset
s>Creat
e>C#Scri
ptfr
om t
hemainmenu.

Var
iabl
esandt
heI
nspect
or

 Justl
i
keot
herComponentsoft
enhav
eproper
ti
esthatareedit
ablei
nthei
nspect
or,
you
canal
lowv
aluesi
nyourscri
ptt
obeedit
edfr
om theInspect
ortoo.

Cont
rol
l
ingGameObj
ect
susi
ngcomponent
s

7
 IntheUni
tyEdit
or,youmakechangest oComponentpropert
iesusi
ngt
heInspector
.So,
forexampl
e,changestotheposi
ti
onv aluesoft
heTransfor
m Componentwil
lresul
tina
changetotheGameObject’
sposi
tion.

 Si
milar
ly,
youcanchangethecolorofaRenderer
’smater
ialort
hemassofaRigi
dbody
wit
hacor r
espondi
ngeff
ectontheappearanceorbehavi
oroftheGameObj
ect
.Forthe
mostpart,
scri
pti
ngisal
soaboutmodifyi
ngComponentpr oper
ti
estomani
pul
ate
GameObjects.

 Thedi f
fer
ence,though,i
sthatascriptcanvaryaproper
ty’
sval
uegradual
lyovert
imeor
i
nr esponsetoinputfrom t
heuser.Bychanging,cr
eati
nganddest
royingobj
ectsatt
he
ri
ghttime,anykindofgameplaycanbei mpl
emented.

Ev
entFunct
ions

 Ascripti
nUnityi
snotli
kethetradi
ti
onali
deaofapr ogr
am wherethecoderuns
cont
inuousl
yinaloopunti
litcomplet
esit
st ask.I
nst
ead,Uni
typassescont
rolt
oascr
ipt
i
nter
mi tt
ent
lybycal
li
ngcertai
nfuncti
onsthataredecl
aredwi
thini
t.

 Onceaf unct
ionhasfi
nishedexecut
ing,cont
rol
ispassedbackt
oUni t
y.Thesef
uncti
ons
areknownasev entf
unctionssi
ncetheyareacti
vat
edbyUnityi
nresponsetoevent
sthat
occurduri
nggameplay.

Cr
eat
ingandDest
roy
ingGameObj
ect
s

 Somegameskeepaconstantnumberofobj
ectsint
hescene,
butiti
sver
ycommonf or
char
act
ers,
treasur
esandot
herobj
ecttobecreat
edandremovedduri
nggamepl
ay.

 InUni
ty,
aGameObjectcanbecr
eat
edusi
ngt
heI
nst
ant
iat
efunct
ionwhi
chmakesanew
copyofanexi
sti
ngobj
ect.

publ
i
cGameObj
ectenemy
;

v
oidSt
art
(){

f
or(
inti
=0;
i<5;
i++){

I
nst
ant
iat
e(enemy
);

Scr
iptcompi
l
ati
onandassembl
ydef
ini
ti
onf
il
es

 Uni
tyautomat
ical
l
ydefi
neshowscript
scompilet
omanagedassembl i
es.Ty
pical
l
y,
compil
ati
onti
mesintheUni
tyEdi
torfori
ter
ati
vescr
iptchangesi
ncr
easeasyouadd

8
mor
escr
ipt
stot
hePr
oject
.

 Useanassembl ydefi
nit
ionf
il
etodef i
ney ourownmanagedassembl iesbasedupon
scr
iptsi
nsideafolder
.Todothis,separat
ePr ojectscri
ptsintomult
ipleassembli
eswith
wel
l-def
ineddependenci
esinordertoensur ethatonlyrequir
edassembl i
esarerebui
l
t
whenmaki ngchangesinascri
pt.Thisreducescompi lati
ontime.Thinkofeach
managedassembl yasasingl
elibrar
ywi t
hintheUni t
yPr oj
ect.

Scr
ipt
ingTool
s

Consol
eWi
ndow

TheConsoleWindow(menu:Window>Gener al
>Consol
e)showser r
ors,warningsandot
her
messagesgenerat
edbyUnity
.Toaidwithdebuggi
ng,
youcanalsoshowy ourownmessagesin
theConsol
eusingtheDebug.
Log,Debug.
LogWarni
ngandDebug.LogErrorfuncti
ons.

Thetoolbaroftheconsolewindowhasanumberofopti
onsthataffecthowmessagesare
displ
ayed.TheClearbutt
onremovesanymessagesgener
atedfrom yourcodebutr
etai
ns
compilerer
ror
s.Youcanar r
angefortheconsol
etobecl
earedautomatical
l
ywheneveryour
un
thegamebyenabl ingtheCl
earOnPlayopti
on.

Youcanalsochanget hewaymessagesar eshownandupdat edintheconsole.TheColl


apse
opti
onshowsonlythef i
rstinst
anceofaner rormessagethatkeepsrecurr
ing.Thisi
svery
usef
ulforr
unti
meer r
ors, suchasnullr
eferences,t
hataresomet i
mesgener at
edidenti
cal
lyon
eachfr
ameupdate.TheEr r
orPauseopt i
onwi l
lcausepl
aybacktobepausedwhenev er
Debug.
LogErr
oriscal
ledf rom ascri
pt(butnotethatDebug.Logwill
notpausei nthi
sway).

LogFi
l
es

Theremi ghtbetimesduri
ngdev el
opmentwheny ouneedt
oobt ai
ninfor
mat i
onfr
om thelogsof
thestandaloneplayery
ou’
v ebui
lt,
thetargetdev
ice,ort
heEdit
or.Usuall
yyouneedtoseet hese
fi
leswheny ouhaveexper
iencedaproblem, t
ofi
ndoutexactl
ywher etheprobl
em occur
red.

Uni
tyTestRunner

TheUnit
yTestRunneri
satoolt
hatt
estsyourcodeinbot
hEdi
tmodeandPl
aymode,
andal
so
ontar
getpl
atf
ormssuchasStandal
one,Andr
oid,ori
OS.

Toaccesst
heUni
tyTestRunner
,got
oWi
ndow>Gener
al>TestRunner
.

I
L2CPP

IL2CPP( I
ntermediateLanguageToC++)i saUni ty
-dev
elopedscri
ptingbackendwhichyoucan
useasanal ternati
vetoMonowhenbui l
dingprojectsf
orvari
ousplatfor
ms.Whenbui l
dinga
projectusi
ngIL2CPP, Unit
yconvert
sILcodef rom scri
ptsandassembl i
est oC++,bef
ore
creati
nganat i
v ebi
naryfil
e(.
exe,apk,
.xap,forexample)foryourchosenplatf
orm.Someofthe

9
usesforI
L2CPPincl
udei
ncr
easi
ngt
heper
for
mance,
secur
it
y,andpl
atf
orm compat
ibi
l
ityofy
our
Unit
yproj
ects.

Ev
entSy
stem

TheEventSyst
em isawayofsendi
ngevent
stoobj
ect
sintheappli
cati
onbasedoni
nput,
beit
key
board,mouse,touch,
orcust
om i
nput
.TheEv
entSyst
em consi
stsofafewcomponent
sthat
workt
ogethertosendevent
s.

Ov
erv
iew

WhenyouaddanEv entSyst
em componenttoaGameObj ecty
ouwi l
lnoticet
hati
tdoesnot
hav
emuchf uncti
onalit
yexposed,t
hisi
sbecausetheEventSystem i
tsel
fisdesi
gnedasa
managerandfaci
li
tatorofcommunicat
ionbetweenEventSyst
em modul es.

Thepr
imar
yrol
esoft
heEv
entSy
stem ar
easf
oll
ows:

1.Managewhi
chGameObj
ecti
sconsi
der
edsel
ect
ed

2.Managewhi
chI
nputModul
eisi
nuse

3.ManageRay
cast
ing(
ifr
equi
red)

4.Updat
ingal
lInputModul
esasr
equi
red

Ani
mat
ion 
Ani
mat
ionSy
stem Ov
erv
iew

Uni
tyhasari
chandsophi
sti
cat
edani
mat
ionsy
stem (
somet
imesr
efer
redt
oas‘
Mecani
m’)
.It
pr
ovides:

 Easywor
kfl
owandset
upofani
mat
ionsf
oral
lel
ement
sofUni
tyi
ncl
udi
ngobj
ect
s,
char
act
ers,
andpr
oper
ti
es.

 Suppor
tfori
mpor
tedani
mat
ioncl
i
psandani
mat
ioncr
eat
edwi
thi
nUni
ty

 Humanoidanimat
ionret
arget
ing-t
heabi
l
ityt
oappl
yani
mat
ionsf
rom onechar
act
er
modelontoanot
her.

 Si
mpl
i
fiedwor
kfl
owf
oral
i
gni
ngani
mat
ioncl
i
ps.

 Conveni
entprevi
ewofanimat
ionclips,t
ransi
ti
onsandint
eracti
onsbetweent
hem.Thi
s
all
owsanimatorstoworkmor
ei ndependentl
yofpr
ogrammer s,pr
otot
ypeandpr
evi
ew
thei
rani
mationsbefor
egameplaycodei shookedi
n.

 Managementofcompl
exi
nter
act
ionsbet
weenani
mat
ionswi
thav
isual
progr
ammi
ng

10
t
ool
.

 Ani
mat
ingdi
ff
erentbodypar
tswi
thdi
ff
erentl
ogi
c.

 Lay
eri
ngandmaski
ngf
eat
ures

Ani
mat
ionCl
i
ps

 Animat
ionCli
psareoneoft hecoreelement
stoUnity
’sani
mationsystem.Uni
ty
suppor
tsimport
inganimati
onfrom exter
nal
sources,
andoffer
st heabil
i
tyt
ocreat
e
ani
mationcl
ipsfrom scr
atchwithi
ntheedit
orusingt
heAnimationwindow.

Ani
mat
orCont
rol
l
ers

 AnAnimatorContr
oll
eral
lowsy
outoar
rangeandmai
ntai
nasetofani
mat
ionsf
ora
char
acterorot
herani
matedGameObj
ect.

 Thecont r
oll
erhasreferencestotheanimat i
oncli
psusedwithi
nit
,andmanagest he
var
iousanimat i
onstatesandt hetr
ansit
ionsbetweenthem usi
ngaso-cal
ledStat
e
Machine,whichcouldbet houghtofasaki ndoffl
ow-char
t,orasi
mpleprogram wri
tt
en
i
nav isualprogr
ammi nglanguagewi t
hinUnity.

Ti
mel
i
ne
UseUnity
’sTimeli
netocreateci
nematiccontent
,game-pl
aysequences,audiosequences,and
complexpart
icl
eeffect
s.Eachcut-
scene,ci
nematic,
orgame-pl
aysequencet hatyoucr eat
e
withUni
ty’
sTimeli
neconsistsofaTimeli
neAssetandaTi meli
neinstance.TheTimelineEdit
or
windowcreat
esandmodi fi
esTimeli
neAssetsandTi meli
nei
nstancessimultaneousl
y.

Foreachcut
-scene,
cinemat
ic,
orgame-
playsequence,
theTi
mel
i
neEdi
torwi
ndowsav
est
he
fol
l
owing:

 Timel
ineAsset
:st
oresthetr
acks,
cli
ps,andrecor
dedanimati
onswit
houtl
i
nkstothe
speci
fi
cGameObjectsbei
nganimated.TheTimel
ineAsseti
ssavedtot
heproj
ect
.

 Ti
mel
i
nei
nstance:stor
esli
nkstot
hespeci
fi
cGameObj ect
sbei
ngani
mat edbyt
he
Ti
mel
i
neAsset.Theseli
nks,
ref
err
edt
oasbi ndi
ngs,
aresavedt
othescene.

Ti
mel
i
neAsset

 TheTi
mel
i
neEdi
torwi
ndowsav
est
rackandcl
i
pdef
ini
ti
onsasaTi
mel
i
neAsset
.

 Ifyourecor
dkeyani
mat
ionswhi
l
ecreat
ingyourcinemati
c,cut-
scene,
orgame-pl
ay
sequence,t
heTimel
i
neEdit
orwi
ndowsavestherecordedanimati
onaschil
drenoft
he

11
Ti
mel
i
neAsset
.

Ti
mel
i
nei
nst
ance

 Alt
houghaTimeli
neAssetdefi
nesthetr
acksandcli
psforacut-
scene,
cinemat
ic,or
game-pl
aysequence,
youcannotaddaTimeli
neAssetdir
ect
lytoascene.Toanimate
GameObject
sinyourscenewit
haTi mel
ineAsset
,youmustcreat
eaTimel i
nei
nstance.

 TheTimeli
neEdi
torwi
ndowprovi
desanaut
omat
edmet
hodofcr
eat
ingaTi
mel
i
ne
i
nstancewhil
ecr
eati
ngaTimeli
neAsset
.

Mul
ti
play
erandNet
wor
king
Ther
ear
etwoki
ndsofuser
sfort
heNet
wor
kingf
eat
ure:

1.Usersmaki
ngaMul t
ipl
ayergamewit
hUnit
y.Theseuser
sshoul
dst
artwi
tht
he
Networ
kManagerortheHighLev
elAPI.

2.Usersbui
ldi
ngnet
wor
kinf
rast
ructur
eoradv
ancedmul
ti
play
ergames.Theseuser
s
shouldst
artwi
tht
heNet
workTranspor
tAPI
.

Hi
ghl
evel
scr
ipt
ingAPI

 Unity’
snet
wor ki
nghasa“ hi
gh-
lev
el”scri
pti
ngAPI( whi
chwe’l
lref
ertoastheHLAPI
).
Usingthi
smeansy ougetaccesstocommandswhi chcovermostofthecommon
requir
ementsformult
iusergameswithoutneedingtowor
ryaboutthe“l
owerl
evel

i
mpl ementat
iondet
ail
s.TheHLAPIallowsy outo:

o Cont
rol
thenet
wor
kedst
ateoft
hegameusi
nga“
Net
wor
kManager
”.

o Sendandr
ecei
venet
wor
kmessages.

o Sendnet
wor
kedcommandsf
rom cl
i
ent
stoser
ver
s.

o Maker
emot
epr
ocedur
ecal
l
s(RPCs)f
rom ser
ver
stocl
i
ent
s.

o Sendnet
wor
kedev
ent
sfr
om ser
ver
stocl
i
ent
s.

TheNet
wor
kManager

 TheNet workManageri
sresponsi
blef
ormanagi
ngthenet
wor
kingaspect
sofyour
multi
playergame.Youshoul
dhaveone(andonl
yone)Net
wor
kManageracti
veinyour
Sceneatat ime.

Engi
neandEdi
tori
ntegr
ati
on

12
 Uni
ty’
snetworki
ngi
sint
egrat
edi
ntot
heengineandtheedit
or,
all
owi
ngy
out
owor
kwi
th
componentsandvi
sual
aidst
obui
ldyourmult
ipl
ayergame.

I
nter
netSer
vices

 Uni
tyof
fer
sInt
ernetSer
vicest
osuppor
tyourgamet
hroughoutpr
oduct
ionandr
elease

UI

Canv
as

 TheCanvasist
heareat
hatal
lUIel
ementsshoul
dbeinsi
de.TheCanv
asisaGame
Objectwi
thaCanv
ascomponentoni
t,andal
lUIel
ementsmustbechi
ldr
enofsucha
Canvas.

 Creat
inganewUIelement
,suchasanImageusingthemenuGameObject>UI>Image,
automati
cal
l
ycreat
esaCanvas,i
fther
eisn’
tal
readyaCanvasi
nthescene.TheUI
el
ementiscreat
edasachil
dtothi
sCanvas.

 TheCanv
asar
eai
sshownasar
ect
angl
eint
heSceneVi
ew.

Vi
sual
Component
s

 Witht
hei
ntr
oduct
ionoft
heUIsy st
em,newComponent
shav
ebeenaddedt
hatwi
l
lhel
p
youcr
eat
eGUIspeci
fi
cfunct
ional
it
y.

13
 Text

 I
mage

 RawI
mage

I
nter
act
ionComponent
s

 Thiscov
er scomponentsintheUIsy
stem t
hathandlesinteract
ion,
suchasmouseor
toucheventsandi
nteract
ionusi
ngakeyboardorcontr
oller.

Ri
chText

 Thet
extforUIel
ement
sandtextmeshescanincorpor
atemult
ipl
ef ontst
ylesandsi
zes.
Ri
chtexti
ssupport
edbot
hfortheUISyst
em andthelegacyGUIsystem.

Nav
igat
ionandPat
hfi
ndi
ng

Nav
igat
ionSy
stem i
nUni
ty
 TheNav i
gati
onSystem al
lowsyoutocreatecharacter
swhichcannavi
gat
ethegame
world.I
tgiv
esyourcharacter
stheabi
li
tytounderstandthatt
heyneedt
otakest
air
sto
reachsecondfl
oor,
ortojumpt ogetoveraditch.
 NavMesh( shortf
orNav
igat
ionMesh)i
sadatastr
ucturewhichdescr
ibesthewalkable
surf
acesoft hegameworl
dandall
owstof
indpathfrom onewalkabl
elocati
onto
anotherint
hegamewor l
d.Thedat
astr
uct
ureisbuil
t,orbaked,
automati
call
yfr
om y our
l
evel geometry
.

14
I
nnerWor
kingsoft
heNav
igat
ionSy
stem
 Wheny ouwanttointel
li
gent
lymovecharactersinyourgame(oragent
sastheyare
cal
ledi
nAIcircl
es),y
ouhav etosol
vetwopr oblems:howtoreasonaboutt
helev
elto
fi
ndthedest
inati
on,thenhowtomov ethere.

Bui
l
dingaNav
Mesh
 Thepr
ocessofcr
eat
ingaNav
Meshf
rom t
hel
evel
geomet
ryi
scal
l
edNav
MeshBaki
ng.
 Theprocesscoll
ect
stheRenderMeshesandTer rai
nsofal
lGameObj
ectswhi
chare
markedasNav i
gati
onStati
c,andthenpr
ocessesthem t
ocreat
eanav
igati
onmeshthat
appr
oximatesthewalkabl
esurfacesoft
helevel
.

AssetSt
orePubl
i
shi
ng
AssetSt
orePubl
i
sherAdmi
nist
rat
ion
Set
ti
ngupaPubl
i
sheraccount

15
 Opent
heAssetSt
ore,
signi
n,anddownl
oadt
hel
atestv
ersi
onofAssetSt
oreTool
s.
 Oncedownl
oadedandimpor
tedt
oyourpr
oject
,youshoul
dseet
he“
AssetSt
oreTool
s”
menuappeari
nyourTool
bar
.
 Scrol
ldownandcli
ckthePackageManagerbut
ton.Wi
ththePackageManageropen,
cl
ickthel
inki
nthetopri
ght
-handcor
nerthatr
eadsPubl
isheraccount
.

 Thi
sbr
ingsupawi
ndowt
hatpr
ompt
syout
ocr
eat
eyourPubl
i
sherAccount
.
 Youneedtofi
ll
outyourname, publ
isherURL,
publ
isherdescri
pti
on(incl
udi
nganemai
l
suppor
taddr
essforyourpackages)andkeyimages.Oncey ou’
redone,hi
tSav
e.

AssetSt
orePubl
i
shi
ngGui
de
Cr
eat
inganewpackage
 Thefir
stthi
ngy ouwantt
odoi fyouarer
eadytosubmitanasseti
stocreat
eadraf
tfor
yourpackage.GotothePackagestabofyourPubl
i
sherAdmini
str
ati
onpageandcl
i
ck
thebutt
on“ Cr
eateNewPackage”
Upl
oadi
ngapackage
 Topreventconf
usionduri
ngupl oadandimpor tforyouruser
s,makesurethaty
our
submissi
oncontentisi
nsideat op-
levelf
olderthathasthesametit
leasyour
submissi
on.Thi
sf ol
dercontainsal
l oft
hecomponent sf
oryourPr
oject
:Touploadyour
AssettothePubl
isherAdministr
ati
onpor t
al:
1.I
ntheUni
tyEdi
tor
,impor
ttheAssetSt
oreTool
sint
oyourPr
oject
.
2.Got
oAssetSt
oreTool
s>PackageUpl
oad.
3.EnteryourUni
tyPubl
isheraccounti
nfor
mati
onint
othisbox.ThePackageUpl
oad
toolfet
chesyourdr
aftsandpackagesviay
ourPubli
sherPort
al.
4.Selectt
hef
oldert
hatcontainsyourent
ir
ePr
oject
,andt
hensel
ectanAssett
o
showcasewit
hinthatPr
oject.
5.Cli
ckUploadtoconnecty
ourAssetstoyourPubl
isherPor
tal
.Thestat
usbarnextt
o
theti
tl
eofyoursel
ectedfol
dershowstheprogr
essoftheupload.

XR
Virt
ualr
eal
i
t y(
VR),
whichcanbereferr
edtoasi mmersi
v emulti
mediaorcomputer-
simul
ated
real
it
y,r
epl
icat
esanenvi
ronmentthatsimulatesaphysicalpr
esenceinplacesi
nthereal
wor l
d
oranimagi
nedworld,
all
owingtheusertointeracti
nthatworld.

Wit
hVR,usersexperi
encearti
fi
cial
soundsandsight
sandf eel
asi
fthey’
rei
nadigi
tal
worl
d.
I
magineopeni
ngy oureyesandseeingacomputer-
gener
atedworl
dallar
oundy
ou;youcan

16
mov
eint
hisenv
ironmentandev
eni
nter
actwi
thi
t.That
’swhatv
irt
ual
real
i
tyi
sli
ke.

Speci
alVRheadset
sar
eusedt
oimmer
seuser
sinv
irt
ual
real
i
ty.Ther
ear
etwomai
nty
pesofVR
headset
s:

1.PC-
connect
edheadset
s

Asthei
rnamesuggests,
theseVRheadsetsareconnect edt
oacomput er(oragami
ng
consol
e)t
hatgener
ateshigh-
qual
it
yvir
tualexperi
ences.Theprocessi
ngpowerof
moderncomputer
sishuge,sotheycangeneratereal
ist
icandpersuasi
vedigi
tal
wor
lds.

2.St
andal
oneheadset
s

Asy ou’
veprobabl
yguessed,PC-connect
edVRheadset sarequi
teexpensiveand
rel
ativ
elyfewpeopl
earewi l
li
ngtodropthatki
ndofcashont hem.Yetthere’
sanother
wayt oexperi
encevi
rt
ualreal
it
y–usi ngst
andaloneheadsetst
hatdon’tneedtobe
connectedtoacomputerorconsole.

MoststandaloneVRheadsetsuseasmar tphonescr
eent
oprovi
det
hevir
tualr
eal
i
ty
exper
ience.Suchdev
icesarequit
eaf f
ordabl
e,asuser
scansi
mplyi
nser
tthei
r
smart
phonei ntot
heheadsettoenjoyVR

Augmentedreal
it
y(AR)isali
ve,di
rectori
ndi
rectvi
ewofaphysical,
real-
wor
ldenvi
ronment
whoseelementsareaugmented(orsuppl
emented)bycomput
er-generat
edsensor
yinputsuch
assound,vi
deo,gr
aphicsorGPSdata.

Augment
edreali
tyistheover
layofdigi
talcontentonther
eal
-wor
ldenv
ironment
.Vi
rt
ual
obj
ect
s
canbei
nv ar
iousforms:i
mages,videos,ori
nteracti
vedat
a.

I
notherwords,
ify
ouseet herealwor
ldsuppl
ementedwit
hdigit
alobj
ects,
that
’sAR.Imagi
ne
youwantt
obuyapi eceoffur
nitur
e–achair,
forexampl
e.Augmentedreal
ityt
echnol
ogycan
hel
pyoucheckhowdi f
fer
entchair
swil
llooki
nyourroom andpi
cktheonethatfi
tsbest
.

Ther
ear
etwomai
nway
s:

1.Por
tabl
edev
ices

ARi st
hemostaccessi
blereal
it
ytechnol
ogy,
aspeoplecanusethei
rsmart
phonesortabl
etst
o
runaugment
edreali
tyappli
cat
ions.ARappsuseaphonecameratocaptur
ethereal
wor l
d;
vir
tual
obj
ect
sarethenov er
lai
danduserscanseethem ont
heirsmart
phonescr
een.

2.Smar
tgl
assesandARheadset
s

17
Anotherwaytocr eateARexperi
encesistousespeci
alsmartgl
assesorheadsets.Unl
ikeVR
headsets,t
heseARgl assesandheadsetsdon’
timmerseusersi
ntoaf ul
l
yv i
rt
ualenvi
ronment
butjustadddigi
talobject
stothereal
wor l
d.Wit
hGoogleGlass,
forexample,di
git
aldatais
proj
ectedri
ghtinf r
ontoftheuser
’seyes.

Mixedreal
it
y(MR)—sometimesrefer
redtoashy
bri
dreal
i
ty—i
sthemergi
ngofrealandv i
rt
ual
worldstopr
oducenewenv i
ronmentsandvi
sual
i
sati
onswher
ephysi
calanddi
git
alobjectsco-
exi
standinter
acti
nreal
time.

Inmixedr
eali
ty(
someti
mescal
ledhybr
idr
eal
it
y),
virt
ualcont
entisnotonlyov
erl
aidont
her
eal
envi
ronment(
asinAR)buti
sanchor
edtoandi
nteract
swiththatenvi
ronment
.

Putsimply,i
nmixedreali
tyyoucanseevir
tualobjectsj
ustli
keyoucaninaugment
edr
eal
i
ty,but
theseobject
scanalsointer
actwit
htherealworld.Inasense,mixedr
eal
it
yisamorei
mmersive
andinter
acti
vetypeofaugmentedreal
it
y.

Di
ff
erentt
ypesofdev
icesar
erequi
redt
oexper
iencet
heset
wof
ormsofmi
xedr
eal
i
ty:

1.Hol
ogr
aphi
cdev
ices

Theseheadset
shavetranslucentglassest
hatal
l
owy out
operfect
lyseey
oursurr
oundings.
Vir
tual
experi
encesar
ecr eatedwiththehel
pofhologr
ams.That’
showMicrosof
tHoloLens
works.

2.I
mmer
siv
edev
ices

18
Theseheadsetshav
enon-t
ransl
ucentdisplay
st hatcomplet
elybl
ockouttherealwor
ld(j
ustl
ike
VRheadsets)andusecamerasfort
racking.Windowsmi xedreal
i
tyheadset
sf r
om AcerandHP
workthi
sway .

19
XRsdk’
s
1.Googl
eVR

Googl
eVRisthet
echnologybehi
ndbothGoogl eDay dr
eam andGoogleCar
dboar
dVRpl atf
orms.
Googl
eVRencompassessupportforsmart
phones, headmountedvi
ewersandcont
rol
lers,
st
andal
oneheadmounteddispl
aysandapplicat
ions.GoogleVRprovi
desanSDKforUnitythat
al
lowsyout
obuil
dVRcont entf
orthi
srichecosystem ofdevi
ces.

Googl eVRtechnol
ogiesi ncludesDaydream,aplat
for
mf orhighquali
tymobileVRand
Cardboard,bui
ltf
orbite-sizeVRexperiencesand360v i
deo.Daydream consi
stsofDay
dream-
readyphones,headsets,cont rol
l
ersandexperi
encesandsupportshigh-endAndroi
dmobil
e
devicesthr
oughDay dream.

20
GoogleCardboardisthemostaccessibl
emobileVRsol ut
ion,al
lowi
nganyonewi t
hani OSor
Androidsmart
phonet oexperi
enceVRapps.Car dboar
ddoeshav emi
nimum andr ecommended
requi
rementsforit
susage,butthesearemuchlesshardwar e-
boundthanDaydream, f
ocusi
ng
mainlyontheoperati
ngsystem andbasiccont
rolsyst
ems( suchasthegyroscope).

Daydream al
l
owsmor efeature-
ri
chexperi
encesthanCardboard,
butonlysuppor
tsDaydr
eam
readydevi
cessuchasDay dream-r
eadyphones,buil
tforVRwithhigh-
resol
uti
ondi
spl
ays,
smoot hgr
aphicsandhi
ghf i
deli
tysensor
sforpreci
seheadt r
acki
ng.

2.Vuf
ori
a

Vufori
aisacr oss-platf
orm AugmentedReal i
ty(AR)andMi xedReali
ty(MR)appli
cati
on
devel
opmentpl atform, wit
hrobusttr
ackingandper f
ormanceonav ari
etyofhar
dware(incl
udi
ng
mobiledev i
cesandmi xedreal
it
yHeadMount edDisplay
s( HMD)suchast heMicrosoft
HoloLens).Unit
y’sintegrat
ionofVufori
aallowsy outocreatevi
sionappsandgamesf or
Androidandi OSusi ngadr ag-
and-dr
opaut hori
ngwor kf
low.

3.Wi
ndowsMi
xedReal
i
ty

WindowsMi xedReal
it
y(WMR)isaMi cr
osoftpl
atf
orm buil
taroundtheWindows10API,
al
l
owi ngappli
cat
ionst
orenderdi
git
alcont
entonholographi
candi mmersi
vedispl
aydev
ices.

Hol
ographicdev
icessuchast
heMi cr
osoftHoloLensal
l
owy out
oseethephysi
calenv
ironment
ar
oundy ouwhil
ewearingt
heheadset
,blendi
ngt her
ealwor
ldwi
thvi
rt
ualcont
ent.

WindowsMixedReal
it
yimmersi
veheadset
sf eat
ureanopaquedi
spl
ayt
obl
ockoutt
hephy
sical
worl
dandsurroundy
ouina360degreevir
tualenvi
ronment
.

21
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