Unity Game Development Essentials
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- Kick start game development, and build ready-to-play 3D games with ease
- Understand key concepts in game design including scripting, physics, instantiation, particle effects, and more
- Test & optimize your game to perfection with essential tips-and-tricks
- Written in clear, plain English, this book is packed with working examples and innovative ideas
- This book is based on Unity version 2.5 and uses JavaScript for scripting
Book Details
Language : EnglishPaperback : 316 pages [ 235mm x 191mm ]
Release Date : October 2009
ISBN : 184719818X
ISBN 13 : 9781847198181
Author(s) : Will Goldstone
Topics and Technologies : All Books, Unity, Games
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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
Back to BOOK PAGE
Will Goldstone
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
- 17 submitted: last submission 05 Feb 2013Errata type: technical | Page number: 37
Under "Step 2—Island outline": "Select the first brush in the palette, and set its Brush Size to 75. Set Opacity for the brush to 0.5." should be "Select the first brush in the palette, and set its Brush Size to 75. Set Opacity for the brush to 50."
Errata type: Technical | Page number: 39
Under "Step 3—Volcano!": "Choose the first brush in the palette, and set the Brush Size to 75, Opacity to 0.5. and Height to 200." should be "Choose the first brush in the palette, and set the Brush Size to 75, Opacity to 50. and Height to 200."
Errata type: Technical | Page number: 45
Under "Sandy areas": "Set the Brush Size to 60, Opacity to 0.5, and Target Strength to 1." should be "Set the Brush Size to 60, Opacity to 50, and Target Strength to 1."
Errata type: Technical | Page number: 46
Under "Grass & Rock": "Next select the Grass & Rock texture by clicking on the second thumbnail added. Set the Brush Size to 25, Opacity to 0.3, and Target Strength to 0.5." should be "Next select the Grass & Rock texture by clicking on the second thumbnail added. Set the Brush Size to 25, Opacity to 30, and Target Strength to 50.
Errata type: Technical | Page number: 48
"Set Color Variation to 0.4 to give us a varied set of trees and Tree Height / Width to 1.5 with their Variation settings to 0.3." should be "Set Color Variation to 40 to give us a varied set of trees and Tree Height / Width to 150 with their Variation settings to 30."
Errata type: URL | Page number: 53
"www.packtpub.com/files/8181_Code.zip" should be "www.packtpub.com/files/code/8181_Code.zip"
Errata type: Grammar | Page number: 87
Under "Multiple Conditions": "carry out our instructions if the variable's values are as specified." should be "carry out our instructions if the variables' values are as specified."
Errata type: Code | Page number: 115
"doorOpen = true;" should be "doorIsOpen = true"
Errata type: Code | Page number: 126
Door(doorOpenSound, true, "dooropen"); should be Door(doorOpenSound, true, "dooropen", currentDoor);
Errata type: Others | Page number: 201
Last paragraph ,after this "Go to File | Save in the script editor now and switch back to Unity." Following should be added "Select the First Person Controller object in the Hierarchy so that you can see the PlayerCollisions script in the list of components in the Inspector. You will now notice that there is an additional public member variable called matchGUI which needs a game object assigning to it. Drag and drop the MatchGUIprefab asset from the Fire Feature folder in the Project panel to this variable slot to assign it."
Errata type: Grammar | Page number: 210
Remove comma after Daylight on the third bullet-point. It should be "In the Hierarchy panel, drag-and-drop the Directional Light, Daylight Simple Water, and Terrain objects onto the Environment empty object. Now we are ready to duplicate this level to create our menu in a separate scene."
Errata type: Others | Page number: 45
The line "to step back one brush stroke, that is, a single-0.held mouse click" should be "to step back one brush stroke, that is, a single-held mouse click."
Errata type: Code | Page number: 201
var matchGUIobj = Instantiate(matchGUI, Vector3(0.15,0.1,0), transform.rotation); matchGUIobj.name = matchGUI;
should be:
var matchGUIobj : GameObject = Instantiate(matchGUI, Vector3(0.15,0.1,0), transform.rotation); matchGUIobj.name = "matchGUI";
Errata type: Others | Page number: 166
Screenshot should show text 'None (Rigidbody)' to the right of 'Coconut Object'.
Errata type: Code | Page number: 153
Instantiate(myPrefab,Vector3(0,12,30),Vector3(0,0,90));
should be:
Instantiate(myPrefab,Vector3(0,12,30),Quaternion.Euler(0,0,90));
Errata type: Code | Page number: 91
The variable "jumpSpeed" should not have "private" in front of it. The variable is public.
Errata type: Technical | Page number: 11 | Errata date: 13 August 11
"The locations at which these VERTICES meet are known as points or vertices". should be "The locations at which these EDGES meet are known as points or vertices."
Sample chapters
You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.
- An understanding of the Unity 3D Engine and game development
- Build a 3D island and set of mini-games for your players
- Incorporate terrains and externally produced 3D models to get your game environment up and running
- Build your own first person player character
- Combine scripting and animation to transform your static objects into dynamic interactive game elements
- Add realism to your games by using particle systems
- Create a professional, easy-to-navigate menu and link the menu scene with levels of your game
- Add sound, lighting effects, realistic shadows, and other dynamic effects to your game environment
- Creating stunning user interfaces with textures and scripting
Game engines are central to the video games we know and love. From the artwork to the mathematics that underpin the frames onscreen, the engine calls the shots. Aside from offering one of the leading 3D game engines, Unity also provides a superlative development tool – a tool that can produce professional standard games for Mac, PC, and the Unity Web Player.
This book is a complete exercise in game development covering environments, physics, sound, particles, and much more, to get you up and working with Unity quickly.
Taking a practical approach, this book will introduce you to the concepts of developing 3D games before getting to grips with development in Unity itself. From creating 3D worlds to scripting and creating simple game elements you will learn everything you’ll need to get started with game development for the PC, Mac, and Web.
This book is designed to cover a set of easy to follow examples, which culminate in the production of a First Person 3D game, complete with an interactive island environment. By introducing common concepts of game and 3D production, you'll explore Unity to make a character interact with the game world, and build puzzles for the player to solve, in order to complete the game. At the end of the book, you will have a fully working 3D game and all the skills required to extend the game further, giving your end-user, the player, the best experience possible. Soon you will be creating your own 3D games with ease!
Get started with game development using the Unity game engine with this hands-on, easy-to-follow guide
This book follows an informal, demystifying approach to the world of game development with the Unity game engine. With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with JavaScript and master the Unity development environment with easy to follow stepwise tasks.
The printed version of the book is in black and white, but a full color version of the images is available for download here. The eBook version, available from Packt, is in full color.
If you’re a designer or animator who wishes to take their first steps into game development, or if you’ve simply spent many hours sitting in front of video games, with ideas bubbling away in the back of your mind, Unity and this book should be your starting point. No prior knowledge of game production is required, inviting you to simply bring with you a passion for making great games.

