Unity 2017 Game Development Essentials - Third Edition

Gear up to build fully functional 2D and 3D multiplatform games with realistic environments, sound, dynamic effects, and more!

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Unity 2017 Game Development Essentials - Third Edition

Tommaso Lintrami

Gear up to build fully functional 2D and 3D multiplatform games with realistic environments, sound, dynamic effects, and more!

Quick links: > What will you learn?> Table of content

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Book Details

ISBN 139781786469397
Paperback505 pages

Book Description

One of the most popular game engines the world has ever seen, Unity recently came out with a major update, bringing with it a whole new experience of game development. Unity is the most popular game engine amongst the Indie developers. Unity facilitates agile game creation, allowing continuous releases and quick prototyping, once you got the gist of how it works. 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.

In this informal guide, you will get to grips with the basics of game development, starting off with using C# for scripting. You'll get the hang of Unity's development environment and will be able to set up the required assets for your first 2D game. You'll work on animating your player and getting it to move in the 2D environment. Next, you'll see how to build the game in 3D, making use of Unity's new 3D animation system. After building a beautiful 3D environment for the game, you will work with the latest physics system that Unity has to offer and will make your assets interactive. You'll induce artificial intelligence into the enemies and develop a mechanism to bomb them. Once you've made things pretty with the particle system, you'll move on to publishing your game across multiple platforms.

You'll walk away with a cool 2D side parallax scrolling game, an even cooler third person 3D adventure game and most importantly, the confidence to build your own games.

Table of Contents

Chapter 1: Enter the Third Dimension
Getting to grips with 3D
Polygons, edges, vertices, and meshes
Shaders, materials, and textures
Rigidbody physics
Softbody physics
Getting to grips with 2D in 3D
Essential Unity concepts
Components
Scripts
Prefabs
The Inspector
The Project window
The Game view
Summary
Chapter 2: Prototyping and Scripting Basics
Your first Unity project
A basic prototyping environment
Introducing scripting
Understanding Translate
Testing the game so far
Storing with prefabs
Using Instantiate() to spawn objects
Adding a force to the Rigidbody
Resetting the wall to initial state and clearing the projectiles.
Summary
Chapter 3: Creating and Setting Game Assets
Setting up the scene and preparing game assets
Placing the Prefabs in the game
The parallax effect
Making it last forever
Understanding and Setting up layer elements
2D Animation Basics
Final words and homeworks
Summary
Chapter 4: Building the 2D Player Controller
Working with the Inspector
Scripting with Unity3D
Full example
Inter-script communication and Dot Syntax
Anatomy of a 2D character
Extending Platformer2DUserControl class
Making the player and writing the game logic
Project Collision Matrix
Making it look and sound better
Try it yourself...
Summary
Chapter 5: Modern Character Animation with Mecanim
Unity Legacy Animation System
Setting-up the animation
Building the hero playing character with Unity's built-in Avatar System
What is an Avatar in Unity 3D?
Configuring the Avatar
Importing animation clips for Mecanim
Setting up animations to ensure correct looping
Scaling the model
Understanding the Animator Component and Animator Controller
Taking advantage of the Avatar System
Adding the final touches
Inverse kinematics
Game win sequence, animation events, custom functions
Creating the game win messages
Creating the Win Behavior in the Animator State Machine
Creating the win object
Summary
Chapter 6: Creating the Environment
Designing the game
Understanding and using the terrain editor toolset
Summary
Chapter 7: Setting up Interactions
External modeling applications
Setting up the hut model
Adding the hut model
Collisions and triggers
Chapter 8: AI, NPC and Further Scripting
Creating an NPC
Making the NPC interact with the Player
Adding the Final Touches
Making the enemies
Using Unity Standard Assets in our favor
Making the AI behave smarter
Further ideas
Summary
Chapter 9: Items collection and HUD
Creating the ancient artifact pieces prefabs
Placing artifact pieces
Writing the Player Inventory
Displaying the ancient artifact status HUD
Hints for the player
Writing on screen with UI Text
Summary
Chapter 10: Instantiation and Rigid bodies
Implementing instantiation
Rigidbodies
The Rigidbody component
Designing the gameplay
Finishing touches
Reviving the enemy
Summary
Chapter 11: Unity Particle System
What is a Particle System?
Creating the fireplace
Creating the wall torch
Enhancing environment ambient
Creating a sea breeze particle system
Chapter 12: Designing Menus with Unity UI
Screen Space - Overlay
Screen Space - Camera
World Space
Chapter 13: Performance Tweaks and Finishing Touches
Chapter 14: Building and Sharing

What You Will Learn

  • Script games using C#
  • Build your very first 2D and 3D games
  • Work through the key concepts in game development such as animations, particle effects and scripting
  • Test and optimize your games to attain perfection
  • Create menus, HUDs and collectables
  • Create player character interactions

Authors

Table of Contents

Chapter 1: Enter the Third Dimension
Getting to grips with 3D
Polygons, edges, vertices, and meshes
Shaders, materials, and textures
Rigidbody physics
Softbody physics
Getting to grips with 2D in 3D
Essential Unity concepts
Components
Scripts
Prefabs
The Inspector
The Project window
The Game view
Summary
Chapter 2: Prototyping and Scripting Basics
Your first Unity project
A basic prototyping environment
Introducing scripting
Understanding Translate
Testing the game so far
Storing with prefabs
Using Instantiate() to spawn objects
Adding a force to the Rigidbody
Resetting the wall to initial state and clearing the projectiles.
Summary
Chapter 3: Creating and Setting Game Assets
Setting up the scene and preparing game assets
Placing the Prefabs in the game
The parallax effect
Making it last forever
Understanding and Setting up layer elements
2D Animation Basics
Final words and homeworks
Summary
Chapter 4: Building the 2D Player Controller
Working with the Inspector
Scripting with Unity3D
Full example
Inter-script communication and Dot Syntax
Anatomy of a 2D character
Extending Platformer2DUserControl class
Making the player and writing the game logic
Project Collision Matrix
Making it look and sound better
Try it yourself...
Summary
Chapter 5: Modern Character Animation with Mecanim
Unity Legacy Animation System
Setting-up the animation
Building the hero playing character with Unity's built-in Avatar System
What is an Avatar in Unity 3D?
Configuring the Avatar
Importing animation clips for Mecanim
Setting up animations to ensure correct looping
Scaling the model
Understanding the Animator Component and Animator Controller
Taking advantage of the Avatar System
Adding the final touches
Inverse kinematics
Game win sequence, animation events, custom functions
Creating the game win messages
Creating the Win Behavior in the Animator State Machine
Creating the win object
Summary
Chapter 6: Creating the Environment
Designing the game
Understanding and using the terrain editor toolset
Summary
Chapter 7: Setting up Interactions
External modeling applications
Setting up the hut model
Adding the hut model
Collisions and triggers
Chapter 8: AI, NPC and Further Scripting
Creating an NPC
Making the NPC interact with the Player
Adding the Final Touches
Making the enemies
Using Unity Standard Assets in our favor
Making the AI behave smarter
Further ideas
Summary
Chapter 9: Items collection and HUD
Creating the ancient artifact pieces prefabs
Placing artifact pieces
Writing the Player Inventory
Displaying the ancient artifact status HUD
Hints for the player
Writing on screen with UI Text
Summary
Chapter 10: Instantiation and Rigid bodies
Implementing instantiation
Rigidbodies
The Rigidbody component
Designing the gameplay
Finishing touches
Reviving the enemy
Summary
Chapter 11: Unity Particle System
What is a Particle System?
Creating the fireplace
Creating the wall torch
Enhancing environment ambient
Creating a sea breeze particle system
Chapter 12: Designing Menus with Unity UI
Screen Space - Overlay
Screen Space - Camera
World Space
Chapter 13: Performance Tweaks and Finishing Touches
Chapter 14: Building and Sharing

Book Details

ISBN 139781786469397
Paperback505 pages
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