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Hands-On Unity  Game Development - Fourth Edition

You're reading from  Hands-On Unity Game Development - Fourth Edition

Product type Book
Published in Jan 2024
Publisher Packt
ISBN-13 9781835085714
Pages 742 pages
Edition 4th Edition
Languages
Authors (2):
Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Profile icon Nicolas Alejandro Borromeo
Juan Gabriel Gomila Salas Juan Gabriel Gomila Salas
Profile icon Juan Gabriel Gomila Salas
View More author details

Table of Contents (28) Chapters

Preface 1. Section 1: Getting Started with Unity
2. Embark on Your Unity Journey 3. Crafting Scenes and Game Elements 4. From Blueprint to Reality: Building with Terrain and ProBuilder 5. Seamless Integration: Importing and Integrating Assets 6. Section 2: Mastering Programming and Gameplay Mechanics
7. Unleashing the Power of C# and Visual Scripting 8. Dynamic Motion: Implementing Movement and Spawning 9. Collisions and Health: Detecting Collisions Accurately 10. Victory or Defeat: Win and Lose Conditions 11. Starting Your AI Journey: Building Intelligent Enemies for Your Game 12. Section 3: Elevating Visuals, Effects, and Audio
13. Material Alchemy: Using URP and Shader Graph for Stunning Visuals 14. Captivating Visual Effects: Harnessing Particle Systems and Visual Effect Graph 15. Enlightening Worlds: Illuminating Scenes with the Universal Render Pipeline 16. Immersive Realism: Achieving Fullscreen Effects with Post-Processing 17. Harmonious Soundscapes: Integrating Audio and Music 18. Section 4: Designing User Interfaces, Animations and Advanced Concepts
19. Interface Brilliance: Designing User-Friendly UI 20. Next-Gen UI: Creating Dynamic Interfaces with UI Toolkit 21. Animated Realities: Creating Animations with Animator, Cinemachine, and Timeline 22. Performance Wizardry: Optimizing Your Game with Profiler Tools 23. From Prototype to Executable: Generating and Debugging Your Game 24. AR/VR 25. Massive Worlds: Introduction to DOTS 26. Other Books You May Enjoy
27. Index

To get the most out of this book

You will be developing a full project through the chapters of this book, and while you can just read the chapters, I highly recommend you practice all the steps in this project as you advance through the book so you can get the experience needed to properly learn the concepts demonstrated here. The chapters have been designed so you can customize the game and not create the exact game shown in the book. However, I recommend not deviating too much from the main idea.

The project files have been split into a folder per chapter and have been designed in a cumulative way, each folder having just the new files introduced by the chapter or the changed ones. This means, for example, that if a file hasn’t changed since Chapter 1, you won’t find it in Chapter 2 onward; those chapters will just use the file introduced in Chapter 1. This allows you to see just what we changed in each chapter, easily identifying the needed changes, and if for some reason you can’t finish, for example, Chapter 3, you can just continue with Chapter 4’s steps on top of Chapter 3. Also note that Chapters 15 to 19 will have two versions of the files: the C# ones and the Visual Scripting ones.

Software/hardware covered in the book

OS requirements

Unity 2023.2

Windows, macOS X or Linux (any)

Visual Studio 2023 Community

Windows or macOS X (any)

XCode 15

macOS X

While we will see how to use XCode 15, it is not required for most of the chapters. Also, there are alternatives to Visual Studio in Linux, like Visual Studio Code.

If you are using the digital version of this book, we advise you to type the code yourself or access the code via the GitHub repository (link available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.

Download the example code files

The code bundle for the book is hosted on GitHub at https://github.com/PacktPublishing/Hands-On-Unity-2023-Game-Development-Fourth-Edition. We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Download the color images

We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://packt.link/gbp/9781835085714.

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. For example: “Mount the downloaded WebStorm-10*.dmg disk image file as another disk in your system.”

A block of code is set as follows:

<ui:Scroller high-value="100"
                direction="Horizontal"
                 value="42" />

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

<ui:Scroller high-value="100"
                direction="Horizontal"
                 value="42" />

Bold: Indicates a new term, an important word, or words that you see on the screen. For instance, words in menus or dialog boxes appear in the text like this. For example: “Select System info from the Administration panel.”

Warnings or important notes appear like this.

Tips and tricks appear like this.

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