![]() *Note: The material will be created automatically by Asset Processor editor script. Set material name as TutorialAtlasMaterial, attach TutorialAtlas.png as main material texture and change shader to Transparent->Diffuse. If you do not see the image, you can view the image by clicking directly on the URLĪtlas is ready, so we need material for it. I has described most optimal options, but you can experiment with TexturePacker option to get the best result for your atlas. Trim mode: none (Trim mode is only supported for GUI rendering) Now let’s configure our atlas.ĭata File: YourProject/Assets/Resources/TutorialAtlas_data.txt Texture File: YourProject/Assets/Resources/TutorialAtlas.pngĪlgorithm: MaxRect (Full version only) or Basic (available in the free version)Īllow Rotation: checked (Full version only) unchecked (free version) Open TexturePacker, and simply drag the textures inside. The TexturePacker Unity extension is available here:įor the first tutorial, we’ll pack textures for our scene (Assets are available in the TexturePacker Extension package under Assets/Extensions/TexturePacker/Tutorial/Art/AtlasSource). TexturePacker is available for download here: Auto generation of UV coordinates for Meshes.Supports TexturePacker features (rotation.Why use the TexturePacker Unity Extension? Note: Some features are not available in the free version.TexturePacker will allow you to easily and quickly create texture atlases for your game. Why you should use texture atlases in your game: ![]() Using with GUI (drawing GUI textures from Atlas, GUI Animation).Using with 3D object’s (animation, automatic UV).To get started as quick as possible, here is Video Tutorials Section (will be upgraded shortly) Both have a limited function free version in addition to the full version. There are two different versions of TexturePacker – The stand alone TexturePacker, and the TexturePacker Unity Extension. Java game knowledge of game development basics is recommended.This is a tutorial on how to use the TexturePacker extension for Unity. Who this book is written for This book is great for Indie and existing game developers, as well as those who want to get started with game development using libGDX. What you will learn from this book Learn about libGDX and prepare your system for multi-platform game development Speed up your overall productivity with the awesome JVM Code Hot Swapping feature Create a project setup and test the base code required for game building Use Scene2D to create and organize complex menu structures Use the texture packer to automate the creation of texture atlases Replace the default launcher icon with your own app icon Manage and play audio files and add special effects to a game to improve its look and feel Create and use texture atlases for optimized sprite rendering Approach A clear and practical guide to building games in libGDX. "Learning libGDX Game Development" is the book for you if you want to learn how to write your game code once and run it on a multitude of platforms using libGDX. The chapters are filled with screenshots and/or diagrams to facilitate comprehension. These chapters handle specific topics such as organizing resources, managing game scenes and transitions, actors, a menu system, using an advanced physics engine and many more. "Learning libGDX Game Development" will walk you through a complete game development cycle by creating an example game that is extended with new features over several chapters. You will gradually acquire deeper knowledge of both, libGDX and game development while you work through twelve easy-to-follow chapters. This is where the libGDX multi-platform game development framework comes to the rescue! "Learning libGDX Game Development" is a practical, hands-on guide that provides you with all the information you need to know about the libGDX framework as well as game development in general so you can start developing your own games for multiple platforms. This does not pose any problems in general but as soon as the game should also be able to run on multiple platforms it will become a developer's nightmare to maintain several distinct copies of the same game. One decision that usually needs to be made at the beginning of a game development processis to define the kind of computer system or platform the game will be developed for. Walk through a complete game development cycle with practical examples and build cross-platform games with libGDX Overview Create a libGDX multi-platform game from start to finish Learn about the key features of libGDX that will ease and speed up your development cycles Write your game code once and run it on a multitude of platforms using libGDX An easy-to-follow guide that will help you develop games in libGDX successfully In Detail Game development is a field of interdisciplinary skills, which also makes it a very complex topic in many respects.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |