Unity Game Development Essentials Table Of Contents

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Table of Contents

Preface
Chapter 1: Welcome to the Third Dimension
Chapter 2: Environments
Chapter 3: Player Characters
Chapter 4: Interactions
Chapter 5: Prefabs, Collection, and HUD
Chapter 6: Instantiation and Rigid Bodies
Chapter 7: Particle Systems
Chapter 8: Menu Design
Chapter 9: Finishing Touches
Chapter 10: Building and Sharing
Chapter 11: Testing and Further Study
Index

  • Chapter 1: Welcome to the Third Dimension
    • Getting to grips with 3D
      • Coordinates
      • Local space versus World space
      • Vectors
      • Cameras
      • Polygons, edges, vertices, and meshes
      • Materials, textures, and shaders
      • Rigid Body physics
      • Collision detection
    • Essential Unity concepts
      • The Unity way
        • Assets
        • Scenes
        • Game Objects
        • Components
        • Scripts
        • Prefabs
    • The interface
      • The Scene window and Hierarchy
      • The Inspector
      • The Project window
      • The Game window
    • Summary
  • Your first Unity project
  • Using the terrain editor
    • Terrain menu features
      • Importing and exporting heightmaps
      • Set Heightmap resolution
      • Creating the lightmap
      • Mass Place Trees
      • Flatten Heightmap
      • Refresh Tree and Detail Prototypes
    • The terrain toolset
      • Terrain Script
      • Raise Height
      • Paint height
      • Smooth height
      • Paint Texture
      • Place Trees
      • Paint Details
      • Terrain Settings
    • Sun, Sea, Sand—creating the island
    • Take Me Home! Introducing models
      • Importing the model package
      • Common settings for models
      • Setting up the outpost model
  • Summary
  • Chapter 3: Player Characters
    • Working with the Inspector
      • Tags
      • Layers
      • Prefabs and the Inspector
    • Deconstructing the First Person Controller object
      • Parent-child issues
      • First Person Controller objects
        • Object 1: First Person Controller (parent)
        • Object 2: Graphics
        • Object 3: Main Camera
    • Scripting basics
      • Commands
      • Variables
      • Functions
      • If else statements
      • Globals and dot syntax
      • Comments
      • Further reading
  • The FPSWalker script
    • Launching the script
    • Deconstructing the script
  • Summary
  • Adding the outpost
    • Positioning
    • Scaling
    • Colliders and tagging the door
    • Disabling automatic animation
  • Opening the outpost
    • Approach 1—Collision detection
      • Creating new assets
      • Scripting for character collision detection
      • Attaching the script
    • Approach 2—Ray casting
      • Disabling collision detection—using comments
      • Resetting the door collider
      • Adding the ray
  • Summary
  • Chapter 5: Prefabs, Collection, and HUD
    • Creating the battery prefab
      • Download, import, and place
      • Tagging the battery
      • Scale, collider, and rotation
        • Enlarging the battery
        • Adding a trigger collider
        • Creating a rotation effect
        • Saving as a prefab
    • Scattering batteries
    • Displaying the battery GUI
      • Creating the GUI Texture object
      • Positioning the GUI Texture
      • Scripting for GUI change
    • Battery collection with triggers
    • Restricting outpost access
      • Restricting access
        • Utilizing GetComponent()
      • Hints for the player
        • Battery GUI hint
        • GUI Text hint
        • Using fonts
    • Summary
  • Chapter 6: Instantiation and Rigid Bodies
    • Introducing instantiation
      • In concept
      • In code
        • Passing in an object
        • Position and rotation
    • Introducing rigid bodies
      • Forces
      • The Rigidbody component
    • Making the minigame
      • Creating the coconut prefab
        • Creating the textured coconut
        • Adding physics
        • Saving as a prefab
      • Creating the Launcher object
      • Scripting coconut throws
        • Checking for player input
        • Playing feedback sound
        • Instantiating the coconut
        • Naming instances
        • Assigning velocity
        • Safeguarding collisions
      • Script and variable assignment
      • Instantiate restriction and object tidying
        • Activating coconut throw
        • Removing coconuts
      • Adding the coconut shy platform
        • Import settings
        • Placement
        • Coconut detection script
        • Script assignment
        • Making more targets
      • Winning the game
        • Variable setup
        • Checking for a win
        • Script assignment
        • Incrementing and decrementing targets
      • Finishing touches
        • Adding the crosshair
        • Informing the player
    • Summary
  • Chapter 7: Particle Systems
    • What is a particle system?
      • Particle emitter
      • Particle Animator
      • Particle Renderer
        • In summary
    • Making the task
      • Asset download
      • Adding the log pile
      • Creating the fire particle systems
        • Making fire
        • Making smoke
        • Adding audio to the fire
      • Lighting the fire
        • Adding the matches
        • Creating the Matches GUI
        • Collecting the matches
        • Setting fire
    • Testing and confirming
    • Summary
  • Chapter 8: Menu Design
    • Interfaces and menus
      • Making the main menu
        • Creating the scene
        • Cancelling mip mapping
        • Adding titling
    • Creating the menu—approach 1
      • Adding the play button
        • GUI Texture button script
        • Assigning public member variables
        • Adding the instructions button
        • Adding the quit button
        • Using debug commands to check scripts
    • Creating the menu—approach 2
      • Disabling Game Objects
      • Writing an OnGUI() script for a simple menu
        • Fixed versus layout
        • Public member variables
        • The OnGUI() function
        • Flexible positioning for GUIs
        • Adding UnityGUI buttons
        • Opening scenes with custom functions
        • GUI skin settings
      • Decision time
    • Summary
  • Chapter 9: Finishing Touches
    • Volcano!
      • Positioning the particle system
      • Downloading assets
      • Making the smoke material
      • Particle system settings
        • Ellipsoid Particle Emitter settings
        • Particle Animator settings
      • Adding audio to the volcano
      • Volcano testing
    • Coconut trails
      • Editing the Prefab
      • Trail Renderer component
      • Updating the prefab
    • Performance tweaks
      • Camera Clip Planes and fog
      • Ambient lighting
    • Instructions scene
      • Adding screen text
      • Text Animation using Linear Interpolation (Lerp)
      • Menu return
    • Island level fade-in
      • UnityGUI texture rendering
    • Game win notification
    • Summary
  • Chapter 10: Building and Sharing
    • Build Settings
      • Web Player
        • Player Settings
      • Web Player Streamed
      • OS X Dashboard Widget
      • OS X/Windows Standalone
    • Building the game
      • Adapting for web build
      • Texture compression and debug stripping
      • Building standalone
        • Indie versus Pro
      • Building for the Web
        • Adapting web player builds
    • Quality Settings
    • Player Input settings
    • Sharing your work
    • Summary
  • Chapter 11: Testing and Further Study
    • Testing and finalizing
      • Public testing
        • Frame rate feedback
        • Boosting performance
    • Approaches to learning
      • Cover as many bases as possible
      • If you don't know, just ask!
    • Summary

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