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 | Sprint 3 | Sprint 4


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.


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