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Unity 3.x Game Development by Example Beginner's Guide

Beginner's Guide
Ryan Henson Creighton

A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 3.x
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Book Details

ISBN 139781849691840
Paperback408 pages

About This Book

  • Build fun games using the free Unity 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
  • Updated for the latest 3.x release


Who This Book Is For

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.

Table of Contents

Chapter 1: That's One Fancy Hammer!
Introducing Unity 3D
Unity takes over the world
Browser-based 3D? Welcome to the future
Time for action – Install the Unity Web Player
Welcome to Unity 3D!
Walk before you can run (or double jump)
There's no such thing as "finished"
Stop! Hammer time
The wonders of technology!
The Scene window
Don't stop there—live a little!
Chapter 2: Let's Start with the Sky
That little lightbulb
The siren song of 3D
Features versus content
A game with no features
Mechanic versus skin
Trapped in your own skin
That singular piece of joy
One percent inspiration
Heads up!
Artillery Live!
The mechanic that launched a thousand games
Toy or story
Redefining the sky
Chapter 3: Game 1: Ticker Taker
Kick up a new Unity project
'Tis volley
Keep the dream alive
Slash and burn!
The many faces of keep-up
Creating the ball and the hitter
Time for action – Creating the ball
A ball by any other name
Time for action – Renaming the ball
Origin story
Time for action – Moving the ball Into the "sky"
Time for action – Shrinking the ball
Time for action – Saving your scene
Time for action – Adding the paddle
Keeping yourself in the dark
Time for action – Adding a light
Time for action – Moving and rotating the light
Are you a luminary?
Time for action – Camera mania
Time for action – Test your game
Let's get physical
Time for action – Adding physics to your game
Understanding the gravity of the situation
More bounce to the ounce
Time for action – Make the ball bouncy
Chapter 4: Code Comfort
What is code?
Time for action – Writing your first Unity script
A leap of faith
Lick it and stick it
It's all Greek to me
You'll never go hungry again
With great sandwich comes great responsibility
Examining the code
Time for action – Find the Mesh Renderer component
Time for action – Make the ball re-appear
Time for action – Journey to the Unity Script Reference
The Renderer class
What's another word for "huh"?
It's been fun
Time for action – Unstick the script
Gone, but not forgotten
Why code?
Equip your baby bird
Time for action – Creating a new MouseFollow script
A capital idea
Animating with code
Time for action – Animating the paddle
Pick a word—(almost) any word
Screen coordinates versus world coordinates
Move the paddle
Worst. Game. Ever.
See the matrix
Time for action – Listening to the paddle
A tiny bit o' math
Tracking the numbers
Futzing with the numbers
Time for action – Logging the new number
She's A-Work!
Somebody get me a bucket
Time for action – Declaring a variable to store the screen midpoint
Using all three dees
Time for action – Following the Y position of the mouse
A keep-up game for robots
Once more into the breach
Time for action – Re-visiting the Unity Language Reference
Our work here is done
Time for action – Adding the sample code to your script
One final tweak
Educated guesses
Right on target
Keep it up
Chapter 5: Game #2: Robot Repair
You'll totally flip
A blank slate
You're making a scene
Time for action – Setting up two scenes
No right answer
Time for action – Preparing the GUI
The beat of your own drum
Time for action – Creating and linking a custom GUI skin
Time for action – Creating a button UI control
Want font?
Cover your assets
Time for action – Nix the mip-mapping
Front and center
Time for action – Centering the button
To the game!
Time for action – Adding both scenes to the Build List
Set the stage for robots
Time for action – Preparing the game scene
The game plan
Have some class!
Time for action – Storing the essentials
Start me up
Going loopy
The anatomy of a loop
To nest is best
Seeing is believing
Time for action – Creating an area to store the grid
Build that grid
Now you're playing with power!
Chapter 6: Game #2: Robot Repair Part 2
From zero to game in one chapter
Finding your center
Time for action – Centering the game grid vertically
Time for action – Centering the game grid horizontally
Down to the nitty griddy
Time for action – Preparing to build the deck
Time for action – Building the deck
Time for action – Modifying the img argument
What exactly is "this"?
Random reigns supreme
Second dragon down
Time to totally flip
Time for action – Making the cards two-sided
Time for action – Building the card-flipping function
Time for action – Building the card-flipping function
Pumpkin eater
Stabby McDragonpoker rides again
Game and match
Time for action – ID the cards
Time for action – Comparing the IDs
On to the final boss
Time for action – Checking for victory
Bring. It. On.
Chapter 7: Don't Be a Clock Blocker
Apply pressure
Time for action – Preparing the clock script
Time for more action – Preparing the clock text
Still time for action – Changing the clock text color
Time for action rides again – Creating a font texture and material
Time for action – What's with the tiny font?
Time for action – Preparing the clock code
Time for action – Creating the countdown logic
Time for action – Displaying the time onscreen
Picture it
Time for action – Grabbing the picture clock graphics
Time for action – Flexing those GUI muscles
The incredible shrinking clock
Keep your fork—there's pie!
How they did it
Time for action – Rigging up the textures
Time for action – Writing the pie chart script
Time for action – Commencing operation pie clock
Time for action – Positioning and scaling the clock
Unfinished business
Chapter 8: Ticker Taker
Welcome to Snoozeville
Time for action – Exploring the models
Time for action – Hands up!
Time for action – Changing the FBX import scale settings
Time for action – Making the mesh colliders convex
Time for action – Making the hands and tray follow the mouse
Time for action – Get your heart on
Time for action – Ditch the ball and paddle
Time for action – Material witness
This just in: this game blows
Time for action – Multiple erections
Time for action – Creating a font texture
Time for action – Creating the HeartBounce script
Time for action – Tagging the tray
Time for action –Tweak the bounce
Time for action – Keeping track of the bounces
Time for action – Adding the lose condition
Time for action – Adding the Play Again button
Chapter 9: Game #3: The Break-Up
Time for action – Bombs away!
Time for action – Poke those particles
Time for action – Creating a spark material
Time for action – Prefabulous
Time for action – Lights, camera, apartment
Time for action – Adding the character
Time for action – Registering the animations
Time for action – Scripting the character
Time for action – Opening the pod bay door, Hal
Time for action – Collision-enable the character
Time for action – Re-prefab the prefab
Time for action – Apocalypse now?
Time for action – Go boom
Time for action – The point of impact
Time for action – Hook up the explosion
Chapter 10: Game #3: The Break-Up Part 2
Time for action – Amass some glass
Time for action – Creating a Particle System
Time for action – Making it edgier!
Time for action – Containing the explosion
Time for action – Let's get lazy
Very variable?
Terminal velocity is a myth—bombs fall faster
Time for action – Tagging the objects
Time for action – Writing the collision detection code
Time for action – Animation interrupts
Time for action – Adding facial explosions
Time for action – Making some noise
Time for action – Adding sounds to the FallingObjectScript
What's the catch?
Time for action – Mixing it up a bit
Chapter 11: Game #4: Shoot the Moon
Time for action – Duplicating your game project
Time for action – Spacing this sucker up a bit
Time for action – Enter the hero
Time for action – It's a hit!
Time for action – Bring on the bad guys
Time for action – Do some housekeeping
Time for action – Fixing the fall
Time for action – Tweak the hero
Time for action – Give up the func
Time for action – Itchy trigger finger
Time for action – Futurize the bullet
Time for action – Building Halo
Time for action – Fire!
Time for action – Code do-si-do
Time for action – The maaagic of aaaarguments
Time for action – Adding the most important part of any space shooter
More hospitality
Chapter 12: Action!
Open heart surgery
Time for action – Haul in the hallway
Time for action – Meet me at camera two
Time for action – Adjusting the Main Camera
Time for action – Deck the halls
Time for action – Turn on the lights
Time for action – Setting up the camera rig
Time for action – Animating the bouncer
Time for action – I like to move it, move it
Time for action – Animating the runner
Time for action – How to "handle" Nurse Slipperfoot
Time for action – You spin me right round
Time for action – Deploying your game
Time to grow
Beyond the book

What You Will Learn

  • Find out how people are using the amazing new Unity 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'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


In Detail

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.

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 and bite-sized bits of programming, you can make your own mark in the game industry by finishing fun, simple games.

Unity 3.x Game Development by Example 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.


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