Unity 5.x By Example

An example-based practical guide to get you up and running with Unity 5.x

Unity 5.x By Example

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Alan Thorn

13 customer reviews
An example-based practical guide to get you up and running with Unity 5.x
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Book Details

ISBN 139781785888380
Paperback402 pages

Book Description

Unity is an exciting and popular engine in the game industry. Throughout this book, you’ll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games.

Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.

Table of Contents

Chapter 1: The Coin Collection Game – Part 1
Game design
Getting started – Unity and projects
Projects and project folders
Importing assets
Starting a level
Transformations and navigation
Scene building
Lighting and sky
Play testing and the Game tab
Adding a water plane
Adding a coin to collect
Summary
Chapter 2: Project A – the Collection Game Continued
Creating a coin material
C# scripting in Unity
Counting coins
Collecting coins
Coins and prefabs
Timers and countdowns
Celebrations and fireworks!
Play testing
Building
Summary
Chapter 3: Project B – the Space Shooter
Looking ahead – the completed project
Getting started with a space shooter
Creating a player object
Player input
Configuring the game camera
Bounds locking
Health
Death and particles
Enemies
Enemy spawning
Summary
Chapter 4: Continuing the Space Shooter
Guns and gun turrets
Ammo prefabs
Ammo spawning
User controls
Scores and scoring – UI and text objects
Working with scores – scripting with text
Polishing
Testing and diagnosis
Building
Summary
Chapter 5: Project C – a 2D Adventure
A 2D Adventure – getting started
Importing assets
Creating an environment – getting started
Environment Physics
Creating a player
Scripting the player movement
Optimization
Summary
Chapter 6: Continuing the 2D Adventure
Moving platforms
Creating other scenes – levels 2 and 3
Kill zones
The UI health bar
Ammo and hazards
Gun turrets and ammo
NPCs and quests
Summary
Chapter 7: Project D – Intelligent Enemies
An overview of the project
Getting started
Terrain construction
Navigation and navigation meshes
Building an NPC
Creating patrolling NPCs
Summary
Chapter 8: Continuing with Intelligent Enemies
Enemy AI – range of sight
An overview of Finite State Machines
The Patrol state
The Chase state
The Attack state
Summary

What You Will Learn

  • Understand core Unity concepts, such as game objects, components, and scenes
  • Learn level design techniques for building immersive and interesting worlds
  • Learn to make functional games with C# scripting
  • Use the toolset creatively to build games of different themes and styles
  • Learn to handle player controls and input functionality
  • Dive into the process of working with terrains and world-creation tools
  • Import custom content into Unity from third-party tools, such as Maya and Blender
  • Get to grips with making both 2D and 3D games

Authors

Table of Contents

Chapter 1: The Coin Collection Game – Part 1
Game design
Getting started – Unity and projects
Projects and project folders
Importing assets
Starting a level
Transformations and navigation
Scene building
Lighting and sky
Play testing and the Game tab
Adding a water plane
Adding a coin to collect
Summary
Chapter 2: Project A – the Collection Game Continued
Creating a coin material
C# scripting in Unity
Counting coins
Collecting coins
Coins and prefabs
Timers and countdowns
Celebrations and fireworks!
Play testing
Building
Summary
Chapter 3: Project B – the Space Shooter
Looking ahead – the completed project
Getting started with a space shooter
Creating a player object
Player input
Configuring the game camera
Bounds locking
Health
Death and particles
Enemies
Enemy spawning
Summary
Chapter 4: Continuing the Space Shooter
Guns and gun turrets
Ammo prefabs
Ammo spawning
User controls
Scores and scoring – UI and text objects
Working with scores – scripting with text
Polishing
Testing and diagnosis
Building
Summary
Chapter 5: Project C – a 2D Adventure
A 2D Adventure – getting started
Importing assets
Creating an environment – getting started
Environment Physics
Creating a player
Scripting the player movement
Optimization
Summary
Chapter 6: Continuing the 2D Adventure
Moving platforms
Creating other scenes – levels 2 and 3
Kill zones
The UI health bar
Ammo and hazards
Gun turrets and ammo
NPCs and quests
Summary
Chapter 7: Project D – Intelligent Enemies
An overview of the project
Getting started
Terrain construction
Navigation and navigation meshes
Building an NPC
Creating patrolling NPCs
Summary
Chapter 8: Continuing with Intelligent Enemies
Enemy AI – range of sight
An overview of Finite State Machines
The Patrol state
The Chase state
The Attack state
Summary

Book Details

ISBN 139781785888380
Paperback402 pages
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