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Mastering Unity Scripting

You're reading from   Mastering Unity Scripting Learn advanced C# tips and techniques to make professional-grade games with Unity

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784390655
Length 380 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (12) Chapters Close

Preface 1. Unity C# Refresher FREE CHAPTER 2. Debugging 3. Singletons, Statics, GameObjects, and the World 4. Event-driven Programming 5. Cameras, Rendering, and Scenes 6. Working with Mono 7. Artificial Intelligence 8. Customizing the Unity Editor 9. Working with Textures, Models, and 2D 10. Source Control and Other Tips Index

Orthographic cameras


Every newly created camera object in Unity is, by default, configured as a perspective camera, unless you change the default settings. This type of camera most closely corresponds to real-life cameras that have a position within the 3D space, a curved lens, and employ methods to convert captured images onto a flat, 2D surface, like a screen. The chief symptom of such a camera is foreshortening, the name given to the distortion applied to rendered objects. Specifically, rendered objects grow smaller as they recede into the distance, the shape and appearance of objects change as they move further from the center of vision, and all parallel lines converge at a vanishing point somewhere in the distance, whether on the horizon line itself or on a secondary line. In contrast to perspective cameras, however, there are orthographic cameras. These are useful for the creation of 2D and truly isometric games and not just for the semblance of isometric. With orthographic cameras...

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