Mastering unity 2017 game development with C# create professional games with solid gameplay features and professional-grade workflow
Master realistic animations and graphics, particle systems, game AI and physics, sprites and VR development with Unity 2017 About This Book Create professional grade games with realistic animation and graphics, particle systems and game physics with Unity 2017 Unleash the power of C# scripting to cr...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham, England ; Mumbai, [Maharashtra] :
Packt
2017.
|
Edición: | Second edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630376406719 |
Tabla de Contenidos:
- Cover
- Title Page
- Copyright
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Customer Feedback
- Table of Contents
- Preface
- Chapter 1: Preparation and Asset Configuring
- Getting clear on design
- Target platforms
- Intended audience
- Genre
- Game mode
- Game objective
- Asset preparation
- Meshes - Work only with good topology
- Meshes - Minimize polygon count
- Meshes - Simulating bump details without geometry
- Meshes - Minimize UV seams
- Meshes - Export as FBX
- Meshes - Use meters scale (metric)
- Textures - Never use lossy compression
- Textures - Power of 2 sizes
- Textures - Alpha textures
- Asset importing for Dead Keys
- Importing textures
- Importing meshes
- Importing animations
- Importing audio
- Configuring materials
- Summary
- Chapter 2: Level Design and Structure
- Setting the scene with a skybox
- Level building - Modular construction sets
- Level building - Organization and structure
- Level design - Tips and tricks
- Objective and feedback
- Narrative
- Believability and convenience
- Atmosphere and aesthetic
- Simplicity and reuse
- Level lighting - Preparation
- Baked lighting
- Dynamic lighting
- Precomputed global illumination
- Getting started with lightmapping
- Baking lightmaps - Resolution and size
- Baking lightmaps - Details
- Light Probes
- Lighting FAQ
- Navigation mesh
- Occlusion Culling
- Creating a player camera
- Particle systems
- Music and audio
- Summary
- Chapter 3: Player Controls - Movement
- Player movement
- Zombie combat
- Creating player waypoints
- Animating the camera
- Configuring an animator graph
- Working with animation - creating the navigator
- Customizing and changing MonoDevelop
- Singletons
- Comments
- Connecting to the navigator component
- Comments
- Navigator GUI
- Input axes.
- The canvas
- The button
- Coding button behavior
- Comments
- Creating player death
- Comments
- Summary
- Chapter 4: Player Controls - Typing and Health
- Word combat
- Creating a word list
- Using Visual Studio Code
- Creating a WordList class
- Comments
- Comments
- Matching words
- Comments
- The Typer object
- Progressing with the Typer class
- Comments
- Health and damage
- Comments
- Comments
- Damage and feedback
- Player score
- Comments
- Bonus items
- Comments
- Summary
- Chapter 5: Enemies and Artificial Intelligence
- Configuring the zombie character
- Getting started with the zombie Prefab
- Planning the zombie Artificial Intelligence
- Comments
- Developing state structure
- Comments
- Developing an NPC Animator Controller
- Developing the Idle state
- Comments
- Developing the Chase state
- Comments
- Developing the Attack state and more
- Comments
- Developing the Dead state
- Zombies and text input
- Comments
- Zombies and the Typer class
- Comments
- Comments
- Activating enemies and camera paths
- Working with Play mode
- Summary
- Chapter 6: Project Management and Version Control
- Project management
- Research, design, and work assessment
- Workload plan
- Task status
- Risk analysis
- Resources and skills needed
- Testing plan
- Applied project management using Trello
- Collaboration with cloud storage
- Version control using Git
- Getting started with Git and GitKraken
- Commits and branches
- Forward and backward with Git
- Configuring Unity for version control
- Reverting and discarding
- Branches and branching
- Conflicts and resolving
- Git and the web
- Pushing and pulling
- Cloning
- Summary
- Chapter 7: Persistent Data - Load and Save Game States
- Data serialization
- Player preferences - saving data
- Player preferences - loading data.
- Player preferences - INI files
- Comments on iniParser.cs
- Saving data - XML files
- Comments
- Saving data - JSON files
- Comments
- Saving data - binary files
- Comments
- Saving data for Dead Keys
- Comments
- Summary
- Chapter 8: Performance, Optimization, Mobiles, and More
- Stats and performance
- Profiler and performance assessment
- Optimization tips and tricks
- Strings and comparisons
- Beware of functions in disguise
- Debug cleaning
- Optimizing build size
- Getting started with mobile development
- Moving forward with mobile development
- Building for Android
- Building for VR (Virtual Reality)
- Summary
- Index.