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fw:unity3d:plugins [2014/04/04 15:59] alfred [AntiCheatToolkit] |
fw:unity3d:plugins [2020/05/09 09:25] (actual) |
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| To parse to\from JSON data. | To parse to\from JSON data. | ||
| ===== UniBill ===== | ===== UniBill ===== | ||
| + | * [[http://outlinegames.com/unibill-documentation/|Documentation]] | ||
| + | |||
| + | It's a plugin to implement the payments platforms to adquire money from your game at any moment. | ||
| ===== Uniject ===== | ===== Uniject ===== | ||
| * [[https://github.com/banderous/Uniject|Documentation and source code]] | * [[https://github.com/banderous/Uniject|Documentation and source code]] | ||
| Línea 36: | Línea 39: | ||
| Also called PGP Plugin, it allows to take profit from Google Play Games platform and its services. [[https://developers.google.com/games/services/|Here]] is the oficial webpage where its capabilities are listed. It interacts with the unity social API to provide an unified platform. | Also called PGP Plugin, it allows to take profit from Google Play Games platform and its services. [[https://developers.google.com/games/services/|Here]] is the oficial webpage where its capabilities are listed. It interacts with the unity social API to provide an unified platform. | ||
| - | ===== NGUI ===== | + | |
| ===== Anti-Cheat Toolkit ===== | ===== Anti-Cheat Toolkit ===== | ||
| * [[http://blog.codestage.ru/unity-plugins/act/|Presentation]] | * [[http://blog.codestage.ru/unity-plugins/act/|Presentation]] | ||
| + | * [[https://www.assetstore.unity3d.com/#/content/10395|In assets store]] | ||
| It's a plugin to hide values in memory and in disk, this way they are not so easy to hack and access them. It allows to crypt type values like bool, byte, uint, int, float, double, string or Vector3. Also PlayerPrefs can be hidden. | It's a plugin to hide values in memory and in disk, this way they are not so easy to hack and access them. It allows to crypt type values like bool, byte, uint, int, float, double, string or Vector3. Also PlayerPrefs can be hidden. | ||
| - | |||
| ===== GameAnalytics ===== | ===== GameAnalytics ===== | ||
| + | * [[https://www.assetstore.unity3d.com/#/content/6755|In assets store]] | ||
| + | * [[https://github.com/GameAnalytics/GA-Unity-SDK|In GitHub]] | ||
| + | * [[http://www.gameanalytics.com/|Official page]] | ||
| + | * [[http://support.gameanalytics.com/hc/en-us/articles/200841316-Download-and-setup|Instructions]] | ||
| + | |||
| + | This plugins sends data to gameanalytics.com, which offers you a dashboard where game statiscs are shown. | ||
| + | |||
| + | To install it you'll need to go to Assets>Import Package>Custom Package and browse to the package location on your hard disk. Leave all the files checked and click “Import”. | ||
| + | |||
| + | ===== TouchScript ====== | ||
| + | * [[https://github.com/InteractiveLab/TouchScript|Source Code]] | ||
| + | * [[http://interactivelab.github.io/TouchScript/tutorials.internals.html|Documentation]] | ||
| + | To detect hand gestures | ||
| + | |||
| + | |||
| + | ===== NGUI ===== | ||
| + | * [[http://www.tasharen.com/?page_id=140|Web page]] | ||
| + | * [[http://www.tasharen.com/ngui/docs/|Documentation]] | ||
| + | |||
| + | ==== Start with NGUI ==== | ||
| + | First of all you should copy the NGUI folder into the Assets folder. Open the unity interface an ''Ctrl+R''. | ||
| + | |||
| + | To create an interface you will need to do ''Main Menu -> NGUI -> Create -> 2D UI''. It will create a new camera which you should put into a new layer. | ||
| + | |||
| + | You will add widgets to the scene, then attach a label script, a button script, etc. | ||
| + | ==== Atlas ==== | ||
| + | An atlas is an image file which contains several other subimages that can be rotated and disorganized to optimize space. It's used as unique texture\image for game elements, it's generated a text file which is attached to the atlas to indicate image coordinates and orientation. It improves the performance in the graphics engine when use it as a simple texture for several elements. | ||
| + | |||
| + | In NGUI you can create an Atlas using the Atlas Maker tool and adding sprites to it, then you will create a material. This material will be assigned to the NGUI widgets (buttons, 2d sprites...) and it will be specified which sprite is the selected one. | ||
| + | |||
| + | === Notes === | ||
| + | * The render mode for atlas is given into the UIAtlas settings menú. | ||
| + | ==== How to... ==== | ||
| + | === Make a label follow a GameObject === | ||
| + | Being in the GameObject script... \\ | ||
| + | Being the guiCamera the NGUI camera... \\ | ||
| + | Being the continueLabelPosition variable for margins in the image... \\ | ||
| + | <code csharp> | ||
| + | Vector3 pos = Camera.main.WorldToViewportPoint(transform.position); | ||
| + | theLabel.transform.position = guiCamera.ViewportToWorldPoint(pos + continueLabelPosition); | ||
| + | pos = theLabel.transform.localPosition; | ||
| + | pos.x = Mathf.RoundToInt(pos.x); | ||
| + | pos.y = Mathf.RoundToInt(pos.y); | ||
| + | pos.z = 0f; | ||
| + | theLabel.transform.localPosition = pos; | ||
| + | theLabel.text = (GameManager.instance.continueTimeLeft-1).ToString(); | ||
| + | </code> | ||