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

An example-based practical guide to get you up and running with Unity 5.x About This Book The most updated resource on Unity 5.x with comprehensive discussion on all the new features of Unity 5.x Understand the core concepts surrounding Unity5 game development with this power-packed hands-on guide B...

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Detalles Bibliográficos
Otros Autores: Thorn, Alan, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing 2016.
Edición:1st edition
Colección:Community experience distilled.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629967006719
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; 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; Code Sample 2.3; Collecting coins; Code Sample 2.5
  • Coins and prefabsTimers and countdowns; Code Sample 2.6; Celebrations and fireworks!; Code Sample 2.7; 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; Code Sample 3.1; Configuring the game camera; Bounds locking; Code Sample 3.2; Health; Code Sample 3.3; Death and particles; Code Sample 3.4; Enemies; Code Sample 3.6; Code Sample 3.7; Code Sample 3.8; Enemy spawning; Code Sample 3.9; Summary; Chapter 4: Continuing the Space Shooter
  • Guns and gun turretsAmmo prefabs; Code Sample 4-1; Ammo spawning; Code Sample 4.2; Code Sample 4.3; User controls; Scores and scoring - UI and text objects; Working with scores - scripting with text; Code Sample 4.4; 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; Code Sample 5.1; Optimization; Summary; Chapter 6: Continuing the 2D Adventure; Moving platforms; Code Sample 6.1
  • Creating other scenes - levels 2 and 3Kill zones; Code Sample 6.2; The UI health bar; Code Sample 6.3; Ammo and hazards; Gun turrets and ammo; NPCs and quests; Code Sample 6.8; Summary; Chapter 7: Project D - Intelligent Enemies; An overview of the project; Getting started; Terrain construction; Navigation and navigation meshes; Building an NPC; Code Sample 7.1; Creating patrolling NPCs; Summary; Chapter 8: Continuing with Intelligent Enemies; Enemy AI - range of sight; Code Sample 8.1; An overview of Finite State Machines; Code Sample 8.2; The Patrol state; Code Sample 8.3; The Chase state
  • Code Sample 8.4The Attack state; Code Sample 8.5; Summary; Index