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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
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Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Time for action – nix the mip-mapping


There's an unwanted sparkly effect that can occur when a 3D camera gets closer and farther away from a 2D image. A technique called mip-mapping reduces this effect. Unity creates a series of images from your texture that are each half the size of the previous image, which allows the computer to figure out the best pixel colors to show to the player, reducing the sparkle effect.

Because our title screen is presented as-is with no 3D camera movement, we're not really concerned about sparkle. And, as you can imagine, with all those extra images, mip-mapping requires a decent amount of extra memory for storage. As we don't need mip-mapping—adding that extra bulk—let's disable it:

  1. With the "title" texture image selected, find the Generate Mip Maps checkbox in the Inspector panel.

  2. Uncheck the box.

  3. Click on Apply to save these changes.

  4. The rest of the images that you imported should not be mip-mapped, but there's no harm in checking them for peace of mind.

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