By Mark Masse
In today’s marketplace, the place rival internet providers compete for awareness, a well-designed leisure API is a must have characteristic. This concise publication provides a suite of API layout principles, drawn basically from most sensible practices that stick with regards to the Web’s leisure architectural kind. besides ideas for URI layout and HTTP use, you’ll research directions for media varieties and representational forms.
REST APIs are ubiquitous, yet few of them stick with a constant layout technique. utilizing those easy principles, you are going to layout net provider APIs that adhere to well-known internet criteria. to aid you, writer Mark Massé introduces the net source Modeling Language (WRML), a conceptual framework he created for the layout and implementation of leisure APIs.
• research layout principles for addressing assets with URIs
• observe layout ideas to HTTP’s request tools and reaction prestige codes
• paintings with instructions for conveying metadata via HTTP headers and media types
• comprehend why relaxation APIs might be designed and configured, no longer coded
Read or Download REST API Design Rulebook PDF
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Extra resources for REST API Design Rulebook
To achieve this, however, a mesh needs a second UV channel, and there are two main options available for creating this channel. One method is to create the channel manually in your 3D modeling software—the steps for doing this are software specific. And the second method is to have Unity generate a second lightmap UV channel. This latter approach is achieved by selecting all appropriate meshes in the Project panel, and then by enabling the Generate Lightmap UVs check box from the Object Inspector.
That is, to use the raw and imported assets (the asset files) to create any further or more complex assets inside the Unity Editor. One such asset is the Prefab. In short, the Prefab allows us to drop a collection of assets, like meshes and scripts, into the scene to compose a more complex entity or thing. Based on that, we may create an asset, which can thereafter be treated as a complete and separate whole. Prefabs are especially useful for building modular environments, which is how they’ll be used here for CMOD.
In doing this, CMOD now has all required sprites. You can even drag and drop sprites from the Project panel and into the scene, via the Hierarchy panel, to instantiate a sprite in the scene. Figure 2-15. html. Step 7: Importing Audio Next, it’s time to import audio assets into the project. html. SFXR is software for procedurally generating the kinds of sound effects commonly used in old-school video games, such as the original Super Mario Bros. and Sonic the Hedgehog. For CMOD, there are a total of four sound effects, all in WAV format, stored in the Chapter2/AssetsToImport/Audio folder.
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