Unity 5.x By Example

 
 
Packt Publishing Limited
  • 1. Auflage
  • |
  • erschienen am 23. März 2016
  • |
  • 402 Seiten
 
E-Book | ePUB mit Adobe DRM | Systemvoraussetzungen
E-Book | PDF mit Adobe DRM | Systemvoraussetzungen
978-1-78588-812-0 (ISBN)
 
An example-based practical guide to get you up and running with Unity 5.xAbout This BookThe most updated resource on Unity 5.x with comprehensive discussion on all the new features of Unity 5.xUnderstand the core concepts surrounding Unity5 game development with this power-packed hands-on guideBrush up your existing game development skills and create games that have a brilliant gameplay using the excellent examples from this bookWho This Book Is ForThe ideal target audience for this book would be game developers. They need not have previous experience with Unity since this book will cover all the basics about game development with unity. This would also be a very good resource for Unity developers who want to brush up their basic Unity skills and also get up and running with creating interesting games with Unity 5.x.What You Will LearnUnderstand core Unity concepts, such as game objects, components, and scenesLearn level design techniques for building immersive and interesting worldsLearn to make functional games with C# scriptingUse the toolset creatively to build games of different themes and stylesLearn to handle player controls and input functionalityDive into the process of working with terrains and world-creation toolsImport custom content into Unity from third-party tools, such as Maya and BlenderGet to grips with making both 2D and 3D gamesIn DetailUnity is an exciting and popular engine in the game industry. Throughout this book, you'll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games.Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.Style and approachThis book would be a very unique resource for any game developer who wants to get up and running with Unity. The unique example based approach will take you through the most basic games towards the more complex ones and will gradually build your skill level.
  • Englisch
  • Birmingham
  • |
  • Großbritannien
  • 24,83 MB
978-1-78588-812-0 (9781785888120)
1785888129 (1785888129)
weitere Ausgaben werden ermittelt
Alan Thorn is an award-winning author, mathematician, and independent video game developer based in London, UK. He is the founder of the game development studio, Wax Lyrical Games, and the creator of the critically acclaimed PC adventure game, Baron Wittard: Nemesis of Ragnarok. Alan works freelance for some of the world's largest entertainment corporations. He has lectured on game development at some of the most prestigious institutions in Europe and written nine books on games programming, including the highly popular Teach Yourself Games Programming, Game Engine Design and Implementation, and UDK Game Development. Some of Alan's other interests include computing, mathematics, graphics, and philosophy. More information about his company, Wax Lyrical Games, can be found at http://www.waxlyricalgames.com/.
  • Cover
  • Copyright
  • Credits
  • About the Author
  • About the Reviewer
  • www.PacktPub.com
  • Table of Contents
  • Preface
  • Chapter 1: The Coin Collection Game - Part 1
  • Game design
  • Getting started - Unity and projects
  • Projects and project folders
  • Importing assets
  • Starting a level
  • Transformations and navigation
  • Scene building
  • Lighting and sky
  • Play testing and the Game tab
  • Adding a water plane
  • Adding a coin to collect
  • Summary
  • Chapter 2: Project A - the Collection Game Continued
  • Creating a coin material
  • C# scripting in Unity
  • Counting coins
  • Code Sample 2.3
  • Collecting coins
  • Code Sample 2.5
  • Coins and prefabs
  • Timers and countdowns
  • Code Sample 2.6
  • Celebrations and fireworks!
  • Code Sample 2.7
  • Play testing
  • Building
  • Summary
  • Chapter 3: Project B - the Space Shooter
  • Looking ahead - the completed project
  • Getting started with a space shooter
  • Creating a player object
  • Player input
  • Code Sample 3.1
  • Configuring the game camera
  • Bounds locking
  • Code Sample 3.2
  • Health
  • Code Sample 3.3
  • Death and particles
  • Code Sample 3.4
  • Enemies
  • Code Sample 3.6
  • Code Sample 3.7
  • Code Sample 3.8
  • Enemy spawning
  • Code Sample 3.9
  • Summary
  • Chapter 4: Continuing the Space Shooter
  • Guns and gun turrets
  • Ammo prefabs
  • Code Sample 4-1
  • Ammo spawning
  • Code Sample 4.2
  • Code Sample 4.3
  • User controls
  • Scores and scoring - UI and text objects
  • Working with scores - scripting with text
  • Code Sample 4.4
  • Polishing
  • Testing and diagnosis
  • Building
  • Summary
  • Chapter 5: Project C - a 2D Adventure
  • A 2D Adventure - getting started
  • Importing assets
  • Creating an environment - getting started
  • Environment Physics
  • Creating a player
  • Scripting the player movement
  • Code Sample 5.1
  • Optimization
  • Summary
  • Chapter 6: Continuing the 2D Adventure
  • Moving platforms
  • Code Sample 6.1
  • Creating other scenes - levels 2 and 3
  • Kill zones
  • Code Sample 6.2
  • The UI health bar
  • Code Sample 6.3
  • Ammo and hazards
  • Gun turrets and ammo
  • NPCs and quests
  • Code Sample 6.8
  • Summary
  • Chapter 7: Project D - Intelligent Enemies
  • An overview of the project
  • Getting started
  • Terrain construction
  • Navigation and navigation meshes
  • Building an NPC
  • Code Sample 7.1
  • Creating patrolling NPCs
  • Summary
  • Chapter 8: Continuing with Intelligent Enemies
  • Enemy AI - range of sight
  • Code Sample 8.1
  • An overview of Finite State Machines
  • Code Sample 8.2
  • The Patrol state
  • Code Sample 8.3
  • The Chase state
  • Code Sample 8.4
  • The Attack state
  • Code Sample 8.5
  • Summary
  • Index

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