Intro to 3D Dev: Sprint 4
Overview | Part 1: 3D Dev | Sprint 1 | Sprint 2 | Sprint 3 | Sprint 4 | Part 2: VR Dev | Sprint 1 | Sprint 2 | Part 3: Educational Software Design
Deliverables - build | code | lectures
Description
Upgrade sprint 3 painting app with the following functionality features:
Paint behind the UI
Hide and show the UI
Animate UI with code, and disable Hide button while UI is moving
Organize, label, color code sections of UI elements
All UI elements are functioning correctly
All attributes of spawned objects relating to UI are responsive to UI elements
Changing between the three prefabs and three animations are hot keyed
Animation speed changes doesnt not overwrite previous anim speeds only modifies
Purpose
Demonstrates student has understood the educational goals for weeks 11-13.
Week 11: Organize and present complicated UI interfaces, organize rendering orders for 2D and 3D graphics, animate objects with multi-threaded code, and refactor prefabs and code to fix bugs.
Week 12: Understand testing procedures to identify issues in their code, and external assets, using collection data structures to record initial parameters of objects, and standardization practices for their code and external assets.
Week 13: Understand naming, commenting, organization and refactoring processes for clean, legible code, and be able to read through and understand all code generated in this class project.
Embedded Webgl build has been disabled for now. Here is the link to the build.
Week 11 - Breakdown
Students will understand how to organize and present complicated UI interfaces, organize rendering orders for 2D and 3D graphics, animate objects with multi-threaded code, and refactor prefabs and code to fix bugs.
Students will be able to:
Understand rendering order when handling 2D sprites for UI and 3D graphics
Understand design methods for building clear sections of UI
Group parts of UI in the hierarchy for easier reorganization
Build UIs that have both 2D and 3D elements mixed together
Create animations from code, not using the animation system
Use multithreaded code to control timing situations like animations
Refactor prefabs and code to fix bugs in UI features
Write code for prefabs to hold data about themselves
Week 12 - Breakdown
Students will understand testing procedures to identify issues in their code, and external assets, using collection data structures to record initial parameters of objects, and standardization practices for their code and external assets.
Students will be able to:
Unit test code and stress test UI elements for bug hunting and code fixing
Record initial parameters settings on objects to allow for runtime parameter changes
Structure complex object and component organizations
Create reusable components and animations for quick asset variety
Use the list data structure to store and access initial color settings on objects
Enable relative changes to object parameters with UI, not overwriting previous values
Standardize assets for accessibility ease with code
Week 13 - Breakdown
Students will understand naming, commenting, organization and refactoring processes for clean, legible code, and be able to read through and understand all code generated in this class project.
Students will be able to:
Refactor code for legibility
Understand clear naming conventions for variables and methods
Understand the organization and commenting principles for code blocks
Safety-proof arithmetic results using Mathf.Clamp
Understand collection data structures like dictionaries
Read through and understand all code generated in this class project
Overview | Part 1: 3D Dev | Sprint 1 | Sprint 2 | Sprint 3 | Sprint 4 | Part 2: VR Dev | Sprint 1 | Sprint 2 | Part 3: Educational Software Design