Learn Unity for 2D game development
2D games are everywhere, from mobile devices and websites to game consoles and PCs. Timeless and popular, 2D games represent a substantial segment of the games market. In Learn Unity for 2D Game Development, targeted at both game development newcomers and established developers, experienced game dev...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
New York :
Apress
2013.
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Edición: | 1st ed. 2013. |
Colección: | Technology in action series.
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629651506719 |
Tabla de Contenidos:
- Contents at a Glance; Chapter 1: Unity Basics for 2D Games; Unity Projects, Assets, and Scenes; Project Wizard and Project Panel; Assets and Project Files; Scenes; Navigating Scenes and Viewports; GameObjects, Transforms, and Components; Cameras; Meshes and Geometry; Scripting and the Unity API; MonoDevelop; Components; Performance, Profiling, and the Stats Panel; The Profiler; The Stats Panel; Editor Add-Ons; Unity Interface Configuration; Summary; Chapter 2: Materials and Textures; Using Materials and Textures; Getting Started with Materials; Mesh Renderers; Shaders; Working with Textures
- Materials for 2D GamesMethod 1: Use White Ambient Light; Method 2: Use Light-Immune Shaders; Creating Textures; Rule #1: Power-2 Dimensions; Rule #2: Retain Quality; Rule #3: Expand Alpha Channels for Transparency; Creating Alpha Textures in Adobe Photoshop; Step 1. Separate Foreground From Background; Step 2. Duplicate and Defringe; Step 3. Expand Edges; Step 4. Merging and Alpha Channels; Creating Alpha Textures in GIMP; Importing Textures into Unity; Importing an Alpha Texture into Unity; Step 1. Import Alpha Texture; Step 2. Create Alpha Compliant Material; Step 3. Create a Textured Quad
- SummaryChapter 3: Quick 2D Workflow; Getting Started at Making "2D Alien Invasion"; Adding the Player and Enemies to the Scene; Implementing Player Movement; Implementing Player Weapons with Prefabs; Creating an Ammo Prefab Object; Implementing the Ammo Trajectory; Creating the Prefab Ammo Object; Defining the Cannon Point; Coding the Firing of Ammo; Implementing Moving Enemies and Collision; The EnemyController.cs Script; Setting the BoxCollider as a Trigger Volume; Adding a RigidBody Component; Adding a Level Background; Moving Forward and Project Limitations; Summary
- Chapter 4: Customizing the Editor with Editor ClassesEditor Classes; Getting Started with Batch Rename; BatchRename.cs; Creating a Folder for Editor Extensions; Adding Batch Rename to the Application Menu; The CreateWizard Function; Testing the Batch Rename Menu Option; Reading Object Selections in the Scene; Making Use of Selection in BatchRename.cs; Testing Object Selections in Scene; Adding User Input to the Batch Rename Window; Completing the Batch Rename Feature; Summary; Chapter 5: Procedural Geometry and Textured Quads; Getting Started with the CreateQuad Feature
- Setting the Quad's Anchor PointSpecifying the Asset Path; Generating the Quad Mesh; Step 1-Create Vertices; Step 2-Create Quad as an Asset; Step 3-Instantiate Quad in Scene; Testing the Quad Mesh Generator; Summary; Chapter 6: Generating Atlas Textures; Getting Started with Atlas Textures; Configuring Texture Inputs; Atlas Textures and UVs; Generating an Atlas - Step 1: Optimizing Texture Inputs; Generating an Atlas - Step 2: Atlas Generation; Generating an Atlas - Step 3: Saving the Atlas Prefab; Testing the Atlas Texture; Summary; Chapter 7: UVs and Animation; Creating a Dockable Editor
- Starting an Editor GUI - Selecting an Atlas