Game Programming with Unity and C# A Complete Beginner’s Guide

Learn the essentials of the Unity game engine, the C# programming language, and the art of object-oriented programming. This book is aimed at beginners with no knowledge or experience in game development or programming. Packed with examples, this Second Edition is up-to-date with the latest Unity st...

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Detalles Bibliográficos
Otros Autores: Hardman, Casey, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Berkeley, CA : Apress 2024.
Edición:2nd ed. 2024.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009790330906719
Tabla de Contenidos:
  • Part 1: Unity Fundamentals
  • Chapter 1: Installation and Setup
  • Chapter 2: Unity Basics
  • Chapter 3: Manipulating the Scene
  • Chapter 4: Parents and their Children
  • Chapter 5: Prefabs
  • Part 2: Programming Fundamentals
  • Chapter 6: Programming Primer
  • Chapter 7: Code Blocks and Methods
  • Chapter 8: Conditions
  • Chapter 9: Working with Objects
  • Chapter 10: Working with Scripts
  • Chapter 11: Inheritance
  • Chapter 12: Debugging
  • Part 3: Obstacle Course
  • Chapter 13: Obstacle Course Design and Outline
  • Chapter 14: Player Movement
  • Chapter 15: Death and Respawning
  • Chapter 16: Basic Hazards
  • Chapter 17: Walls and Goals
  • Chapter 18: Patrolling Hazards
  • Chapter 19: Wandering Hazards
  • Chapter 20: Dashing
  • Chapter 21: Designing Levels
  • Chapter 22: Menus and UI
  • Chapter 23: In-Game Pause Menu
  • Chapter 24: Spike Traps
  • Chapter 25: Obstacle Course Conclusion
  • Part 4: Tower Defense
  • Chapter 26: Tower Defense Design and Outline
  • Chapter 27: Camera Movement
  • Chapter 28: Enemies and Projectiles
  • Chapter 29: Towers and Targeting
  • Chapter 30: Build Mode UI
  • Chapter 31: Building and Selling
  • Chapter 32: Play Mode Logic
  • Chapter 33: Enemy Logic
  • Chapter 34: More Tower Types
  • Chapter 35: Tower Defense Conclusion
  • Part 5: Physics Playground
  • Chapter 36: Physics Playground Design and Outline
  • Chapter 37: Mouse-Aimed Camera
  • Chapter 38: Advanced 3D Movement
  • Chapter 39: Wall Jumping
  • Chapter 40: Pulling and Pushing
  • Chapter 41: Moving Platforms
  • Chapter 42: Joints and Swings
  • Chapter 43: Force Fields and Jump Pads
  • Chapter 44: Conclusion.