Download CameraTool: Pipeline Optimization for Camera Setup in the Unity

Transcript
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Tooltip for the GUISplash component of the CameraTool . .
Screenshots of the CameraTool's Avoid Obstacles component
Test shake button only avalible in playmode . . . . . . . . . .
Screenshots of the CameraTool's trigger component . . . . . .
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4.1
4.2
4.3
General update loop for a computer game . . . . . . . . . . . . . . . . . .
The execution order for event functions in Unity . . . . . . . . . . . . . .
The structure of the CameraObject class parenting all components in the
CameraTool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Facade Pattern used to supply more structured programming interface to
the CameraTool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Illustrations of features implemented in CameraTool . . . . . . . . . . . .
Illustrations of features implemented in CameraTool . . . . . . . . . . . .
CameraTriggerScript component for triggers in Unity . . . . . . . . . . . .
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4.4
4.5
4.6
4.7
5.1
5.2
5.3
5.4
5.5
5.6
5.7
5.8
6.1
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Comparison of test methods [2] . . . . . . . . . . . . . . . . . . . . . . . .
Errors found, depending on number of tests [2] . . . . . . . . . . . . . . .
Screenshot of the scene created for the usability tests . . . . . . . . . . . .
The test setup for the usability tests . . . . . . . . . . . . . . . . . . . . .
List of errors from the second usability test . . . . . . . . . . . . . . . . .
List of errors/faults from the second usability test . . . . . . . . . . . . .
Section of the raw data gathered during the DADIU production 2011 . . .
Tracking data from the rst three hours of work with the CameraTool
during the DADIU production. The red color represent periods where the
features are disabled and green represents enabled features . . . . . . . . .
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Example of pictograms used to illustrate subjects to give people an idea of
a feature [3]. This illustration describes features for rigging in Autodesk
Maya [4] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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A.1 The rst prototype of the Branch game mechanics, developed during preproduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
A.2 The hexagonal grid structure for the nal Branch game . . . . . . . . . .
A.3 The level editor for Branch, along with the development of Level 4 of the
game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
A.4 The level editor made it possible for the game designer to easily create the
world . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
A.5 A random level generated using the editor developed . . . . . . . . . . . .
A.6 Overview of attackable and classes extending it . . . . . . . . . . . . . . .
A.7 Data gathered from the DADIU production 2011 . . . . . . . . . . . . . .
A.8 Simplied development pipeline, as documented by the Branch project
manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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