Unity 3 Game Development Hotshot
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- Cool, fun, advanced aspects of Unity Game Development, from creating a rocket launcher to building your own destructible game world
- Master advanced Unity techniques such as surface shader programming and AI programming
- Full of coding samples, diagrams, tips and tricks to keep your code organized, and completed art assets with clear step-by-step examples and instructions
- Elite Unity programming for those looking to take their skills to the next level
Book Details
Language : EnglishPaperback : 380 pages [ 235mm x 191mm ]
Release Date : August 2011
ISBN : 1849691126
ISBN 13 : 9781849691123
Author(s) : Jate Wittayabundit
Topics and Technologies : All Books, Unity, Games
Table of Contents
PrefaceProject One: Develop a Sprite and Platform Game
Project Two: Create a Menu for an RPG Game—Add Powerups, Weapons, and Armor
Project Three: Model and Shade your Hero/Heroine
Project Four: Add Character Control and Animation to your Hero/Heroine
Project Five: Build a Rocket Launcher!
Project Six: Create Smart AI
Project Seven: Forge a Destructible and Interactive Virtual World
Project Eight: Let the World See the Carnage! Save, Load, and Post High Scores
Appendix A: Important Functions
Appendix B: Coroutines and Yield
Appendix C: Major Differences between C# and Unity JavaScript
Appendix D: Shaders and Cg/HLSL Programming
Index
- Project One: Develop a Sprite and Platform Game
- Mission briefing
- Creating a camera and a level
- Creating a 2D character
- Creating CharacterControl class and SpriteManager class
- Jumping and physics
- Creating a key and door
- Adding a sound and replay button
- Game over-Wrapping it up
- Are you ready to go gung ho? A Hotshot challenge
- Project Two: Create a Menu for an RPG Game—Add Powerups, Weapons, and Armor
- Mission briefing
- Custom skin with GUI Skin
- Creating a menu object
- Creating a status tab
- Creating an inventory tab
- Creating an equipment tab
- Game over-Wrapping it up
- Are you ready to go gung ho? A Hotshot challenge
- Project Three: Model and Shade your Hero/Heroine
- Mission briefing
- Exporting from 3D Studio Max
- Shader programming—Diffuse and bump (normal) map
- Shader programming—Ambient and specular light
- Shader programming—Rim light and toon ramp
- Game over-Wrapping it up
- Are you ready to go gung ho? A Hotshot challenge
- Project Four: Add Character Control and Animation to your Hero/Heroine
- Mission briefing
- Setting up character animation and level
- Creating the character controller and built-in script
- Creating a custom character control script
- Creating CrossFade animation
- Creating a third-person camera to follow our character
- Game over-Wrapping it up
- Are you ready to go gung ho? A Hotshot challenge
- Project Five: Build a Rocket Launcher!
- Mission briefing
- Setting up the character with the first-person controller prefab
- Creating the New3PSController and MouseLook_JS scripts
- Creating the rocket launcher and scope target
- Creating the rockets and particles
- Creating the rocket bullet UI
- Game over-Wrapping it up
- Are you ready to go gung ho? A Hotshot challenge
- Project Six: Create Smart AI
- Mission briefing
- Creating the waypoint and gizmos
- Creating an enemy AI
- Creating the enemy movement with AIController script
- Creating a hit-point UI
- Game over-Wrapping it up
- Are you ready to go gung ho? A Hotshot challenge
- Project Seven: Forge a Destructible and Interactive Virtual World
- Mission briefing
- Optimizing the AIController script
- Creating a ragdoll
- Creating a destructible wall
- Creating a rockslide and trigger area
- Game over-Wrapping it up
- Are you ready to go gung ho? A Hotshot challenge
- Project Eight: Let the World See the Carnage! Save, Load, and Post High Scores
- Mission briefing
- Creating a high score menu
- Saving and loading the local high score
- Getting XML data from the server
- Posting and loading high scores to the server
- Game over-Wrapping it up
- Are you ready to go gung ho? A Hotshot challenge
- Appendix A: Important Functions
- Awake
- Start
- Update
- FixedUpdate
- LateUpdate
- OnGUI
- OnDrawGizmos
- Appendix B: Coroutines and Yield
- YieldInstruction
- WaitForSeconds
- WaitForFixedUpdate
- Coroutine
- StartCoroutine
- StopCoroutine
- StopAllCoroutines
- Appendix C: Major Differences between C# and Unity JavaScript
- Unity Script Directives
- Type names
- Variable declaration
- Variable with Dynamic Type
- Resolution
- Multi-dimensional array declaration
- Character literals not supported
- Class declarations
- Limited interface support
- Generics
- The foreach keyword
- The new keyword
- YieldInstruction and coroutine
- Casting
- Properties with getters/setters
- Changing Struct properties by value VS by reference
- Function/method definitions
- Reference
- Appendix D: Shaders and Cg/HLSL Programming
- ShaderLab properties
- Surface shaders
- Cg/HLSL programming
- Reference
Jate Wittayabundit
Code Downloads
Download the code and support files for this book.
Submit Errata
Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.
Errata
- 10 submitted: last submission 16 Nov 2012Errata type: Others | Page number: 163 | Errata date: 11 May 12
In the code comment in the first point warpMode is mentioned. It should be wrapMode.
Errata type: Others | Page number: 166 | Errata date: 11 May 12
The warpMode in the first paragraph on the page should be wrapMode
Errata type: Layout | Page number: 65
Under Selected Item (or Element 4) Active, On Normal and the bullets under them should be indented one bullet point to line up under Hover and have square bullets.
The list should be as follows:
- Selected Item (or Element 4)
- Name: Selected Item
- Normal | Text Color: R: 27, G: 95, B: 104, A: 255
- Hover
- Background: itemSelectNormal.png
- Text Color: R: 27, G: 95, B: 104, A: 255
- Active
- Background: itemSelectNormal.png
- Text Color: R: 27, G: 95, B: 104, A: 255
- On Normal
- Background: itemSelectActive.png
- Text Color: R: 27, G: 95, B: 104, A: 255
Errata type: Layout | Page number: 61-62
Hover, Active, On Normal, Border, Padding, Alignment, Fixed Height and Font Size should all line up under Normal instead of lining up under Tab Button as shown in the screenshot following the description.
The list should be as follows:
- Tab Button (or Element 0)
- Name: Tab Button
- Normal
- Background: tabButtonNormal.png
- Text Color: R: 27, G: 62, B: 67, A: 255
- Hover
- Background: tabButtonHover.png
- Text Color: R: 211, G: 166, B: 9, A: 255
- Active
- Background: tabButtonActive.png
- Text Color: R: 27, G: 62, B: 67, A: 255
- On Normal
- Background: tabButtonActive.png
- Text Color: R: 27, G: 62, B: 67, A: 255
- Border: Left: 12, Right: 12, Top: 12, Bottom: 4
- Padding: Left: 6, Right: 6, Top: 6, Bottom: 4
- Alignment: Middle Center
- Fixed Height: 31
- Font Size: 14
Errata type: Language | Page number: 18
First square bullet point, fourth line
"...Floor and Wall objects by dragging the material Floor and Wall objects..."
Should read:
"...Floor and Wall objects by dragging the material to Floor and Wall objects..."
Errata type: Code | Page number: 74
Under 8. Second Bullet point. blackDude.png should be player.png
Errata type: Layout | Page number: 60
The 3rd square bullet point should be indented one level below and be an arrow. This makes "Hover | Background" belong to the "Horizontal Scrollbar Thumb" section.
It should be as follows:
- Horizontal Scrollbar Thumb
- Normal | Background: horScrollBarThumbNormal.png
- Hover | Background: horScrollBarThumbHover.png
- Border: Left: 4, Right: 4, Top: 4, Bottom: 4
Errata type: Typo | Page number: 46-47
@scriptRequireComponent (AudioSource)
should be:
@script RequireComponent(AudioSource)
Errata type: Typo | Page number: 42
yieldWaitForSeconds(1);
should be:
yield WaitForSeconds(1);
For Kindle versions:
Errata type: Code | Page number: 84
The JavaScript code "inventory tabcreatingvar style: GUIStyle = GUI.skin.GetStyle("Label");"
should be:
var style : GUIStyle = GUI.skin.GetStyle("Label");
Sample chapters
You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.
- Create a polished menu for a role playing game with an intuitive user interface that will allow you to add powerups, weapons, and armor.
- Build a platform game and sprite. Add physics such as jumping and gravity. Throw in some 3d objects.
- Create a hero or heroine using models, shading, rigging, and animation. Bring it to life so it can walk, run, and jump.
- Create a rocket launcher, with fire and smoke particles.
- Build enemies with smart artificial intelligence for a first person shooter.
- Create an interactive world with destructible environments.
- Load and save your game. Post high scores online so the world can see who plays like a noob and who plays like a veteran.
Unity 3d is the game engine of choice for creating professional looking games at no cost. Its combination of powerful tools and outstanding community support make it the natural choice for experienced and aspiring game developers.
Unity3D Game Development Hotshot will show you how to exploit the full array of Unity3Dtechnology in order to create an advanced gaming experience for the user. It has eight exciting and challenging projects with step- by-step explanations, diagrams, screenshots, and downloadable materials.
Every project is designed to push your Unity skills to the very limits and beyond. You will create a hero/heroine for a role playing game. Create a menu for the RPG game allowing you to customize your character with powerups, armor, and weapons. You will shade, model, rig, and animate your hero/heroine. The end result will be a character on the level of Final Fantasy, far superior to a simple sprite.
Now for some damage - rocket launchers! Typically the most powerful weapons in any first person shooter, you will create a rocket launcher that has fire and smoke particles and most importantly causes splash damage for that all important area effect. Create AI controlled enemies for your hero/heroine to eliminate with the rocket launcher. Forge a destructible interactive world so if the rocket launchers miss their target they will at least cause significant damage to the surrounding environment. Learn to save and load your game so you can take a break from the action for life’s necessities like going to the bathroom. Incorporate social gaming by uploading scores online so everyone can see the carnage.
Using a project based approach you will learn the coolest aspects of Unity3D game development. Each project contains step- by-step explanations, diagrams, screenshots, and downloadable materials.
This book is for users who already have some basic knowledge of how to use the Unity3D game engine and intermediate users who want to explore Unity 3D above and beyond the basic techniques.

