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【1/23Unity道場】Unityを使ったプログラミング教育事例

unitydojo
January 23, 2016

 【1/23Unity道場】Unityを使ったプログラミング教育事例

1/23(土)に渋谷dots.にて開催されたUnity道場のスライドです。

【Unity道場】学生にUnityを教えるには〜講義の内容やカリキュラムの立て方〜"
Unityを使ったプログラミング教育事例
講師:ユニティ・テクノロジーズ・ジャパン合同会社 安原祐二

unitydojo

January 23, 2016
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  1. ͜ͷ෦෼Λղઆ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  2. 0O$PMMJTJPO&OUFS ͸઀৮࣌ʹݺ͹ΕΔ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0)

    { /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  3. ͜Ε͕૬खͷ৘ใ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  4. ઀৮఺ͷू߹ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  5. ͻͱͭҎ্͋ΔͷͰ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  6. ࠷ॳͷ઀৮఺͚ͩΛѻ͏ ʢखൈ͖ʣ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0)

    { /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  7. ઀৮఺͕ Qʹ֨ೲ͞ΕΔ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0)

    { /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  8. ͜Ε͸ϘʔϧͷҐஔ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  9. ઀৮఺ͱͷࠩ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  10. ͳͷͰ͜ͷO͸ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  11. /PSNBMJ[F  ͸ਖ਼نԽ͢Δॲཧ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length >

    0) { /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  12. ଎౓ϕΫτϧ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  13. ͖ͬ͞ͷOͱ಺ੵΛऔΔ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  14. ͦΕ͕͜Ε void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  15. ͜ͷWͱ͍͏ͷ͸ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  16. OΛWഒͨ͠Sͱ͍͏ͷ͸ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } }
  17. ͜Ε͕ͦΕ void OnCollisionEnter(Collision collision) { if (collision.contacts.Length > 0) {

    /* hit for wall or paddle */ /* calculate the reflecting vector */ Vector3 p = collision.contacts[0].point; Vector3 n = transform.position - p; n.Normalize(); float v = -2 * Vector3.Dot(velocity_, n); var r = n * v; velocity_ += r; /* change the velocity vector */ } } Ҏ্ʂ
  18. COPYRIGHT 2016 @ UNITY TECHNOLOGIES JAPAN GIT Λڭ͑Δ ֶੜͰ΋GIT͸ڭ͑Δ΂͖ ॳ৺ऀͰ΋GIT͸ڭ͑Δ΂͖

    ඇϓϩάϥϚͰ΋GIT͸ڭ͑Δ΂͖ ෼ࢄϦϙδτϦͷ֓೦͸ޙճ͠Ͱ΋ྑ͍ʂ
  19. COPYRIGHT 2016 @ UNITY TECHNOLOGIES JAPAN ڭ͑Δ΂͖GITͷجຊػೳ git init git

    add git commit git branch git checkout git pushʢ༨༟͕͋Ε͹ʣ
  20. COPYRIGHT 2016 @ UNITY TECHNOLOGIES JAPAN ΞϯέʔτΛͱΔ Google Form Λ࢖ֶͬͯੜ͔ΒΞϯέʔτΛͱͬͨ

    ʮຊ೔ͷߨٛͰྑ͔ͬͨ఺Λڭ͍͑ͯͩ͘͞ʯ ʮຊ೔ͷߨٛͰ੯͔ͬͨ͠఺Λڭ͍͑ͯͩ͘͞ʯ ͳͲͳͲ