Unity 4.x Cookbook

More Information
Learn
  • 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
About

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.

Features
  • 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)
Page Count 386
Course Length 11 hours 34 minutes
ISBN 9781849690423
Date Of Publication 13 Jun 2013
Introduction
Loading external resource files – by Unity Default Resources
Loading external resource files – by manually storing files in Unity's Resources folder
Loading external resource files – by downloading files from the Internet
Saving and loading player data – using static properties
Saving and loading player data – using PlayerPrefs
Saving screenshots from the game
Control characters in Unity with the Microsoft Kinect using the Zigfu samples
Animating your own characters with the Microsoft Kinect controller
Homemade mocap by storing movements from the Microsoft Kinect controller
Setting up a leaderboard using PHP/MySQL

Authors

Matt Smith

Matt Smith is a computing academic at what will soon become the Technological University of Dublin, Ireland.

Matt started computer programming on a brand new ZX80 and submitted 2 games for his computing O-level exam. After nearly 10 years as a full-time student on a succession of scholarships, he gained several degrees in computing, including a PhD in computational musicology.

In 1985 Matt wrote the lyrics, and was in the band (and sang, sorry about that by the way) whose music appeared on the B-side of the audio cassette carrying the computer game Confuzion. Matt is a documentation author for the open source Fungus Unity project.

With his children he studies and teaches Taekwon-Do, and all three of them are beginning guitar lessons in 2018.

Chico Queiroz

Chico Queiroz is a digital media designer from Rio de Janeiro, Brazil. Chico started 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 as London Serious Games Showcase and FILE. Chico has also published articles for academic conferences and websites such as http://www.gameology.org, http://www.gamasutra.com, and http://www.gamecareerguide.com.

He curated and organized an exhibition held at SBGames 2009, which explored the 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 Tecgraf/PUC-Rio Institute for Technical-Scientific Software Development, 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. Additionally, Chico is a PhD student in design at the same institution.