Unity 3D Game Development by Example Beginner's Guide
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- Build fun games using the free Unity 3D game engine even if you've never coded before
- Learn how to "skin" projects to make totally different games from the same file – more games, less effort!
- Deploy your games to the Internet so that your friends and family can play them
- Packed with ideas, inspiration, and advice for your own game design and development
- Stay engaged with fresh, fun writing that keeps you awake as you learn
Book Details
Language : EnglishPaperback : 384 pages [ 235mm x 191mm ]
Release Date : September 2010
ISBN : 1849690545
ISBN 13 : 9781849690546
Author(s) : Ryan Henson Creighton
Topics and Technologies : All Books, Unity, Beginner's Guides, Games
Table of Contents
Preface
Chapter 1: That's One Fancy Hammer!
Chapter 2: Let's Start with the Sky
Chapter 3: Game #1: Ticker Taker
Chapter 4: Code Comfort
Chapter 5: Game #2: Robot Repair
Chapter 6: Game #2: Robot Repair Part 2
Chapter 7: Don't Be a Clock Blocker
Chapter 8: Ticker Taker
Chapter 9: Game #3: The Break-Up
Chapter 10: Game #3: The Break-Up Part 2
Chapter 11: Game #4: Shoot the Moon
Chapter 12: Action!
Appendix: References
Index
Ryan Henson Creighton
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 24 May 2013Errata type: Code | Page number: 139 | Errata date: 28 Sept 10
var cols:int = 4; // the number of columns in the card grid
var rows:int = 4; // the number of rows in the card grid
var totalCards:int = 16; // (cols times rows is 16)
var matchesNeededToWin:int = totalCards * 0.5; // If there are 16 cards, the player needs to find 8 matches to clear the board
Errata type: Others | Page number: 276, 277
In order to center and size the the capsule collider properly around the stein, use these settings:
CENTER
X: 0
Y: 0.8
Z: 2
RADIUS : 1.5
HEIGHT : 5
Errata type: Code | Page number: 278
Change
transform.position.y -= 50 * Time.deltaTime;
to
transform.position.y -= speed * Time.deltaTime;
Errata type: Code | Page number: 174 |
The following line (approximatly 1/2 way down the page) is missing a semi colon at the end
img = "blank"
Errata type: Code| Page number: 196 |
Near the top of the page 196 in '4.' the bolded code is missing an open bracket ( just after the Rect command.
It is:
GUI.BeginGroup (new Rect Screen.width - clockBG.width - gap, gap, clockBG.width, clockBG.height));
It should be:
GUI.BeginGroup (new Rect (Screen.width - clockBG.width - gap, gap, clockBG.width, clockBG.height));
Note, the code is fixed when listed in full on the next page.
Errata type: Typo| Page number: 24 |
On the last paragraph of the page it reads "The red X-axis runs perpendicular to the X-axis" it probably should read "The red X-axis runs perpendicular to the Z-axis".
Errata type: Layout| Page number: 272 | Errata date: 2 July 2011
The One Shot check box is in the Ellipsoid Particle Emitter section, not the Particle Animator section and should be listed on page 271.
Errata type: Code| Page number: 166| Errata date: 4 May 2011
TMidway down the page, non bold text reads: if(UILayout.Button(Resources.Load(img), When it needs to read if(GUILayout.Button(Resources.Load(img),
Errata type: Technical| Page number: 263| Errata date: 2 July 2011
Step 5 should be ignored. The Explosion Game Object should not be deleted because it is required for the following steps. The correct instruction to delete it is on page 266.
Errata type: code| Page number: 166| Errata date: 23 Sept 2011
The error is in the function BuildGrid(). The 1st and 19th line within the function (including curly braces) should have GUILayout instead of UILayout.
Sample chapters
You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.
- Find out how people are using the amazing new Unity 3D game engine
- Develop and customize four fun game projects, including a frantic race through hospital hallways with a still-beating human heart and a catch game with a jilted lover that morphs into a space shooter!
- Create both 2D and 3D games using free software and supplied artwork
- Add motion, gravity, collisions, and animation to your game objects using Unity 3D's built-in systems
- Learn how to use code to control your game objects
- Create particle systems like shattering glass, sparks, and explosions
- Add sound effects to make your games more exciting
- Create static and animated backdrops using multiple cameras
- Build crucial elements you'll use again and again, like timers, status bars, title screens, win/lose conditions, and buttons to link game screens together
- Deploy your games to the Web to share them with friends, family, and adoring fans
- Discover the difference between game skins and mechanics, to earn more money from your games
Beginner game developers are wonderfully optimistic, passionate, and ambitious. But that ambition is often dangerous! Too often, budding indie developers and hobbyists bite off more than they can chew. Some of the most popular games in recent memory – Doodle Jump, Paper Toss, and Canabalt, to name a few – have been fun, simple games that have delighted players and delivered big profits to their creators. This is the perfect climate for new game developers to succeed by creating simple games with Unity 3D, starting today.
This book starts you off on the right foot, emphasizing small, simple game ideas and playable projects that you can actually finish. The complexity of the games increases gradually as we progress through the chapters. The chosen examples help you learn a wide variety of game development techniques. With this understanding of Unity 3D and bite-sized bits of programming, you can make your own mark on the game industry by finishing fun, simple games.
This book shows you how to build crucial game elements that you can reuse and re-skin in many different games, using the phenomenal (and free!) Unity 3D game engine. It initiates you into indie game culture by teaching you how to make your own small, simple games using Unity3D and some gentle, easy-to-understand code. It will help you turn a rudimentary keep-up game into a madcap race through hospital hallways to rush a still-beating heart to the transplant ward, program a complete 2D game using Unity's User Interface controls, put a dramatic love story spin on a simple catch game, and turn that around into a classic space shooter with spectacular explosions and "pew" sounds! By the time you're finished, you'll have learned to develop a number of important pieces to create your own games that focus in on that small, singular piece of joy that makes games fun.
This book shoots straight for the heart of fun, simple game design and keeps shooting until you have all the pieces you need to assemble your own great games.
The book takes a clear, step-by-step approach to building small, simple game projects. It focuses on short, attainable goals so that the reader can finish something, instead of trying to create a complex RPG or open-world game that never sees the light of day. This book encourages readers hungry for knowledge. It does not go into gory detail about how every little knob and dial functions – that's what the software manual is for! Rather, this book is the fastest path from zero to finished game using the Unity 3D engine.
If you've ever wanted to develop games, but have never felt "smart" enough to deal with complex programming, this book is for you. It's also a great kick-start for developers coming from other tools like Flash, Unreal Engine, and Game Maker Pro.

