Unity 3.x game development essentials game development with C# and Javascript : build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!
This book follows an informal, demystifying approach to the world of game development with the Unity game engine. With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham, U.K. :
Packt Pub
2011.
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Edición: | 2nd ed |
Colección: | Community experience distilled.
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627774006719 |
Tabla de Contenidos:
- Cover; Copyright; Credits; Foreword; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Enter the Third Dimension; Getting to grips with 3D; Coordinates; Local space versus world space; Vectors; Cameras; Projection mode-3D versus 2D; Polygons, edges, vertices, and meshes; Materials, textures, and shaders; Rigidbody physics; Collision detection; Essential Unity concepts; The Unity way-an example; Assets; Scenes; GameObjects; Components; Scripts; Prefabs; The interface; The Scene view and Hierarchy; Control tools; Flythrough Scene navigation
- Control barSearch box; Create button; The Inspector; The Project window; The Game view; Summary; Chapter 2: Prototyping and Scripting Basics; Your first Unity project; A basic prototyping environment; Setting the scene; Adding simple lighting; Another brick in the wall; Building the master brick; And snap!-It's a row; Grouping and duplicating with empty objects; Build it up, knock it down!; Setting the viewpoint; Introducing scripting; A new behaviour script or 'class'; What's inside a new C# behaviour; Basic functions; Variables in C#; What's inside a new Javascript behaviour
- Variables in JavascriptComments; Wall attack; Declaring public variables; Assigning scripts to objects; Moving the camera; Local, private, and public variables; Understanding Translate; Implementing Translate; Testing the game so far; Making a projectile; Creating the projectile prefab; Creating and applying a material; Adding physics with a Rigidbody; Storing with prefabs; Firing the projectile; Using Instantiate() to spawn objects; Adding a force to the Rigidbody; Summary; Chapter 3: Creating the Environment; Designing the game; Using the terrain editor; Terrain menu features
- Importing and exporting heightmapsSetting the resolution; Mass place trees; Flatten Heightmap; Refresh tree and detail prototypes; The terrain toolset; Terrain Script; Raise height; Paint height; Smooth Height; Paint Texture; Place Trees; Paint Details; Terrain Settings; Creating the island-sun, sea, and sand; Step 1-Setting up the terrain; Step 2-Creating the Island outline; Step 3-Volcano!; Step 4-Adding textures; Step 5-Tree time; Step 6-The grass is always greener; Step 7-Let there be lights!; Step 8-What's that sound?; Step 9-Look, there! Up in the skybox!; Step 10-Open water
- Step 11-Going walkaboutStep 12-Final tweaks; Summary; Chapter 4: Player Characters and Further Scripting; Working with the Inspector; Tags; Layers; Prefabs and the Inspector; Anatomy of a character; Deconstructing the First Person Controller object; Parent-child issues; First Person Controller object; Object 1: First Person Controller (parent); Object 2: Graphics (child); Object 3: Main Camera (child); Further scripting; Commands; Variables; Variable data types; Using variables; Full example; Functions; Update(); OnMouseDown(); Writing custom functions; Return type; Arguments
- Declaring a custom function