Unity 4.x Cookbook


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Unity 4.x Cookbook
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Overview
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Sample Chapters
  • A wide range of topics are covered, ranging in complexity, offering something for every Unity 4 game developer
  • Every recipe provides step-by-step instructions, followed by an explanation of how it all works, and alternative approaches or refinements
  • Book developed with the latest version of Unity (4.x)

Book Details

Language : English
Paperback : 400 pages [ 235mm x 191mm ]
Release Date : June 2013
ISBN : 1849690421
ISBN 13 : 9781849690423
Author(s) : Matt Smith, Chico Queiroz
Topics and Technologies : All Books, Unity, Cookbooks
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Matt Smith

Matt Smith was born in the UK in 1967. He is senior lecturer in computing at the Institute of Technology Blanchardstown, Dublin, Ireland (www.itb.ie), specialising in interactive multimedia e-learning and web applications. In 1980 (you do the math) Matt started computer programming (on a ZX80) and has been programming ever since. In 1985 Matt wrote the lyrics, and was a member of the band that played (and sang, sorry about that by the way) the music on the B-side of the audio cassette carrying the computer game Confuzion (wikipedia.org/wiki/Confuzion). After receiving his bachelor's degree in business computing (Huddersfield University, UK), he started looking for more 'fun' in computing, leading to his masters in Artificial Intelligence (Aberdeen University, Scotland), and then his PhD in computational musicology (Open University, UK). Having run out of money after 10 years as a full time student he began his career as a lecturer and academic. He has now been lecturing in programming, artificial intelligence, web development and interactive multimedia for almost 20 years, holding full time positions at Winchester University and London's Middlesex University. In 2002 he moved to Ireland to his current college where he is now senior lecturer in computing at the Institute of Technology in Blanchardstown, Dublin, Ireland. In the last few years Matt has introduced Unity-based 3D game development and interactive virtual environments subjects to his computing and digital media students. His current academic work involves investigating the use of computer games technologies to support teaching and learning, in the emerging field of 'serious games'. Previously he worked on Java mobile phone gaming for the European SECASE project, and with a graduate student investigating mobile game multimedia content internationalization. To keep fit Matt took up the Korean martial art of Taekwon-Do (he developed and runs his club's website at maynoothtkd.com), and a group of his BSc students are now developing a Unity-based Taekwon-Do interactive 'tutor' with Microsoft Kinect cameras. Some of his previous Irish-French student team games can be found and played at saintgermes.com (thanks for continuing to host these Guillem!). Matt was one of the two technical experts for a recent multimedia European project for language and cultural student work mobility (vocalproject.eu). Matt is currently struggling to learn Korean (for his Taekwon-Do), and Irish (since his daughter Charlotte attends an Irish speaking school and he doesn't believe her translations of her teacher's report cards ...). In 2012 he started taking classical piano lessons again (after a 20 year gap), with a view to sitting exams starting May 2013 ... Matt's previous authoring includes contributions to "Serious Games and Edutainment Applications" (Springer 2011, ISBN: 1447121600), "Musical Imagery" (Routeldge 2001, ISBN: 9026518315), and he was also lead editor for "Music Education: An Artificial Intelligence Approach" (Springer 1994, ISBN: 0387198733).

Chico Queiroz

Chico Queiroz is a multimedia designer from Rio de Janeiro, Brazil. Chico initiated his career back in 2000, soon after graduating in Communications / Advertising (PUC-Rio), working with advergames and webgames using Flash and Director at LocZ Multimedia, where he contributed to the design and development of games for clients such as Volkswagen and Parmalat, along with some independent titles. Chico has a Master’s Degree in Digital Game Design (University for the Creative Arts, UK). His final project was exhibited at events and festivals such London Serious Games Showcase and FILE. Chico has also published articles at academic conferences and on websites such as gameology.org, gamasutra.com and gamecareerguide.com. He curated and organized an exhibition, held at SBGames 2009, which explored connections between video games and art. SBGames is the annual symposium of the Special Commission of Games and Digital Entertainment of the Computing Brazilian Society. Chico currently works as a Digital Designer at the Computer Graphics Technology Group (TecGraf), a lab within the Pontifical Catholic University of Rio de Janeiro (PUC-Rio), where he, among other responsibilities, uses Unity to develop interactive presentations and concept prototypes for interactive visualization software. He also works as a lecturer at PUC-Rio, teaching undergraduate Design students 3D modeling and Technology / CG for Games – in which Unity is used as the engine for the students’ projects. I would like to thank my friends, family, and all who have made this book possible and have helped me along the way. Special thanks to Stefano Corazza, Anaïs Gragueb, and Oliver Barraza for their fantastic work at Mixamo; Eduardo Thadeu Corseuil, my manager at TecGraf, for giving me the opportunity of using Unity in our interactive projects; Peter Dam and Peter Hohl from TecGraf, and Paul Bourke from the University of Western Australia, for their help and advice on stereo 3d visualization; Aldo Naletto for sharing his knowledge on sound engineering; and my students and colleagues at PUC-Rio Art & Design department. Finally, I would like to dedicate this book to my wife Ana and my daughters Alice and Olivia. Thank you for all your love and support.
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What you will learn from this book

  • Enhance your character`s animation in real time using Unity`s new Mecanim system
  • Measure and control time, including pausing the game, displaying clocks and countdown timers, and even implementing “bullet time” effects
  • Work with cameras, images, and the Shuriken practical system, to create mini-maps, control zooming, and depth of field, and switch between cameras
  • Define materials for reflections, transparency, specular and self-illumination of materials, and cloudy outdoor effects
  • Use artificial intelligence techniques to make non-player character objects seek, follow, flee each other, or follow a waypoint sequence, and even flock together like a herd of animals
  • Make your game communicate with Microsoft Kinect cameras, for control of game characters, and even to record your own motion capture
  • Improve GUIS with real-time radars, custom mouse cursors, analogue and digital clocks, color section dialogs, mouse over material highlighting, graphical power-bars, and a flexible inventory class
  • Save and load text, XML, or media assets from local or remote sources, and communicate with websites and their databases to create online scoreboards

In Detail

Covering the latest version (Unity 4) of this established game engine, the Unity 4.x Cookbook explores a wide range of 3D, animation, multimedia, and scripting game features.

The power of Unity 4 is demonstrated through the 10 chapters covering many of this game engine’s features.

"Unity 4.x Cookbook" helps you learn how to make the most of the powerful but easy-to-use Unity 4 game engine.

Every Unity game developer is different. Some come from a multimedia background, some are new to game development, and some are transferring from other engines. Whatever your background, with the breadth and depth of topics covered you should find new features and techniques to enhance your next game.

This book offers detailed, easy-to-follow, step-by-step recipes helping you master a wide range of Unity game features.

Chapters are provided focusing on the basics; audio, cameras, images, materials and animations, GUIs, external resources and devices, directional and artificial intelligence character control, and performance optimization.

"Unity 4.x Cookbook" provides a collection of ideas and resources that should offer new and useful techniques for every Unity game developer to enhance their next game.

Approach

Cookbook.

Who this book is for

From beginners to advanced users, from artists to coders, this book is for you and everyone in your team!

This book is for anyone who wants to explore a wide range of Unity scripting and multimedia features and to find ready to use solutions to many game features. Programmers can explore multimedia features, and multimedia developers can try their hand at scripting.

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