Complete the challenges to unlock achievements and to get the best score. The lighting effects represented on this example are: diffuse lighting, specular lighting and shadow casting using shadow mapping. A single light source is used. This effect is created by manipulating vertices in the GPU. A mathematical function modifies the "Y" coordinate and the color associated with each vertex to create a ripple effect that starts from a center point.
WebGL for recent browsers is like a Mesa for non-accelerated graphics card. See also the blog post 'WebGL 2 lands in Firefox' and webglsamples.
Below, you'll find an assortment of guides to help you learn WebGL concepts and tutorials that offer step-by-step lessons and examples. In addition to the browser, the GPU itself also needs to support the feature. Most browsers make the WebGL context available through the webgl context name, but older ones need experimental-webgl as well. In addition, the upcoming WebGL 2 is fully backwards-compatible and will have the context name webgl2. Publication Date: Texture Compression A method of storing data that reduces the amount of storage space it requires.
See in Glossary. Select from the available formatting options below to set the default texture compression 3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling. More info See in Glossary format for the textures in the project. You can also use this setting to change from a script or using the command-line switch -setDefaultPlatformTextureFormat. For more information, see the texture compression format overview.
This setting is also available in the Player settings Settings that let you set various player-specific options for the final game built by Unity. More info See in Glossary window. This extension is part of the WebGL API and exposes the ETC compressed texture format A file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device.
More info See in Glossary. Use this texture compression format if using OpenGL 4. This texture compression format is a popular choice due its wide range of derived compression ratios. Development Build A development build includes debug symbols and enables the Profiler.
Enable this setting to include scripting debug symbols and the Profiler in your build. You should use this setting only when you want to test your application. Note that development builds do not minify content, which means the development builds are very large to distribute. This is the default setting. Selecting this generates WebGL code that is optimized for runtime performance. You can find a good overview of the differences here. To start this tutorial, we need to have a running Unity version, that can be downloaded here.
Linux users can possibly run Unity via Wine , but your mileage may vary. Once Unity opens for the first time, we should take a minute to find our way around the main window:. One common way to organize files in Unity is with subfolders. So add a new folder to the Assets folder named Scenes and save the scene in this folder with the name Level.
Our game will consist of a hero, jumping higher and higher from platform to platform. If it misses one and falls into oblivion, the game will be lost. The benefits of a sphere are that it may be created in few steps and that it suits the physics we need for jumping. Add the sphere by clicking Create in the Hierarchy and edit the following properties with the Inspector:. We should see a sphere in 3D space in front of a skyline. To make the hero fall, it has to gain weight. Thus we need to add a component to the sphere by clicking the corresponding button in the Inspector and selecting Rigidbody.
And since we do not want the hero to rotate, we freeze it in the Rigidbody component by opening Constraints and selecting all the axes in the Rotation row. When playing the scene again, we should be able to watch the hero fall. To save the hero from a never-ending fall, we will create a flat box that serves as a platform. For that, we have to add a cube and set the Scale. Y value to 0. So how do we get the hero to bounce?
By adding some physics materials. First of all, we need to create a new physics material for the sphere to make it bouncy. To do this create a new folder in the Assets folder called Materials and in here create a new physics material. The values we need to adjust in the Inspector are:.
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