Beginning 3D game development with Unity world's most widely used multi-platform game engine
Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just wa...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
New York :
Apress
2011.
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Edición: | 1st ed. 2011. |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628023206719 |
Tabla de Contenidos:
- Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Why Write This Book; Author's Note; Classic Adventure Game; About the Unity Game Engine; Will I have to learn to script?; Scripting is More About Logic Than Syntax; What About Math?; Assumptions and Prerequisites; What This Book Doesn't Cover; Conventions Used in This Book; Platform; Chapter 1 Exploring the Genre; Historical Reference; Graphical Adventure; LucasArts Titles; Fast Forward to Real Time; What draws people to this genre?
- Intriguing Locations and Entertaining SolutionsDefining a Style; Compartmentalizing Environments; Parallax; Animation; Challenges, Tasks, and Puzzles; What went wrong with the genre?; Modern Successes of the Genre; What basic human characteristics make for fun?; Why make your own?; Multiple Roles; Two Logical Variations for Indies; First Person; Character; Common to Both; Design Considerations for First Person; Developing the Story and Challenges; New to Real Time vs. Pre-Render; Chapter Summary; Chapter 2 Unity UI Basics-Getting Started; Installing Unity and Starting Up
- Loading or Creating a New Project or SceneThe Layout; Scene Window; Game Window; Hierarchy View; Project View; Inspector; Toolbar; Menus; File; Edit; Assets; GameObject; Component Menu; Terrain Menu; Window Menu; Help Menu; Creating Simple Objects; Selecting and Focus; Transforming objects; Snaps; Vertex Snaps; Scene Gizmo; Non-Snap Alignment; Lights; 3D Objects; Meshes; Sub-Objects of a Mesh; Mapping; Materials; Summary; Chapter 3 Scripting: Getting Your Feet Wet; What is a Script?; Components of a Script; Functions; Anatomy of a Function; Variables; Picking an Object in the Game
- Counting Mouse PicksConditionals and State; Deconstructing the Conditional; Order of Evaluation; Chapter Summary; Chapter 4 Terrain Generation: Creating a Test Environment; Flythrough Scene Navigation; Topography; Paint Texture; Trees; Sky; Back to the Trees; Packages; Paint Details; Creating Your Own Terrain Assets; Export vs. Use Native Format; Terrain Settings; Shadows; Fog; Chapter Summary; Chapter 5 Navigation and Functionality; Navigation; Arrow Navigation and Input; Adding the Mouse Look Back; Fun with Platforms; Plan Ahead; Collision Walls; Object Names; Your First Build
- Defining BoundariesSummary; Chapter 6 Cursor Control; Cursor Visibility; Custom Cursors; GUI Layer; Texture Importer; Color Cues; Cursor Position; Managing a GUITexture Cursor; Object-to-Object Communication; Mouse Over Cursor Changes; Distance Check; Quick Publish; Object Reaction to Mouse Over; Making the New Functionality Optional; Preventing Mouse Over Functionality While Navigating; Chapter Summary; Chapter 7 Action Objects; Importing Assets; Importing; FBX Importer; More Control over Individual Objects; Individual Transforms; Complex Hierarchies; Parenting; Setting up Materials
- The Keys