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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
---|---|---|---|---|---|
Searching... | 30000010371870 | QA76.76.C672 M36 2017 | Open Access Book | Book | Searching... |
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Summary
Summary
Do you want to build mobile games, but lack game development experience? No problem. This practical guide shows you how to create beautiful, interactive content for iOS and Android devices with the Unity game engine.
Authors Jon Manning and Paris Buttfield-Addison ( iOS Swift Game Development Cookbook ) provide a top-to-bottom overview of Unity's features with specific, project-oriented guidance on how to use them in real game situations. Over the course of this book, you'll learn hands-on how to build 2D and 3D games from scratch that will hook and delight players. If you have basic programming skills, you're ready to get started.
Explore the basics of Unity, and learn how to structure games, graphics, scripting, sounds, physics, and particle systems Use 2D graphics and physics features to build a side-scrolling action game Create a 3D space combat simulator with projectile shooting and respawning objects, and learn how to manage the appearance of 3D models Dive into Unity's advanced features, such as precomputed lighting, shading, customizing the editor, and deploymentAuthor Notes
Jon Manning and Paris Buttfield-Addison are co-founders of Secret Lab, an independent game development studio based in Tasmania, Australia.
Table of Contents
Preface | p. ix |
Part I The Basics of Unity | |
1 Introducing Unity | p. 3 |
Hello, Book | p. 3 |
Hello, Unity | p. 4 |
2 A Tour of Unity | p. 7 |
The Editor | p. 7 |
The Scene View | p. 11 |
The Hierarchy | p. 14 |
The Project View | p. 15 |
The Inspector | p. 17 |
The Game View | p. 19 |
Wrapping Up | p. 19 |
3 Scripting in Unity | p. 21 |
A Crash Course in C# | p. 22 |
Mono and Unity | p. 23 |
Game Objects, Components, and Scripts | p. 25 |
Important Methods | p. 28 |
Coroutines | p. 31 |
Creating and Destroying Objects | p. 33 |
Attributes | p. 36 |
Time in Scripts | p. 39 |
Logging to the Console | p. 40 |
Wrapping Up | p. 40 |
Part II Building a 2D Game: Gnome on a Rope | |
4 Getting Started Building the Game | p. 43 |
Game Design | p. 44 |
Creating the Project and Importing Assets | p. 50 |
Creating the Gnome | p. 52 |
Rope | p. 61 |
Wrapping Up | p. 77 |
5 Preparing for Gameplay | p. 79 |
Input | p. 79 |
Setting Up the Gnome's Code | p. 96 |
Setting Up the Game Manager | p. 109 |
Preparing the Scene | p. 122 |
Wrapping Up | p. 124 |
6 Building Gameplay with Traps and Objectives | p. 125 |
Simple Traps | p. 125 |
Treasure and Exit | p. 127 |
Adding a Background | p. 133 |
Wrapping Up | p. 134 |
7 Polishing the Game | p. 137 |
Updating the Gnome's Art | p. 138 |
Updating the Physics | p. 142 |
Background | p. 150 |
User Interface | p. 161 |
Invincibility Mode | p. 171 |
Wrapping Up | p. 173 |
8 Final Touches on Gnome's Well | p. 175 |
More Traps and Level Objects | p. 175 |
Particle Effects | p. 182 |
Main Menu | p. 189 |
Audio | p. 196 |
Wrapping Up and Challenges | p. 197 |
Part III Building a 3D Game: Space Shooter | |
9 Building a Space Shooter | p. 203 |
Designing the Game | p. 204 |
Architecture | p. 209 |
Creating the Scene | p. 210 |
Wrapping Up | p. 226 |
10 Input and Flight Control | p. 227 |
Input | p. 227 |
Flight Control | p. 233 |
Wrapping Up | p. 243 |
11 Adding Weapons and Targeting | p. 245 |
Weapons | p. 245 |
Target Reticle | p. 263 |
Wrapping Up | p. 264 |
12 Asteroids and Damage | p. 265 |
Asteroids | p. 265 |
Damage-Dealing and Taking | p. 272 |
Wrapping Up | p. 284 |
13 Audio, Menus, Death, and Explosions! | p. 285 |
Menus | p. 285 |
Game Manager and Death | p. 291 |
Boundaries | p. 303 |
Final Polish | p. 311 |
Wrapping Up | p. 322 |
Part IV Advanced features | |
14 Lighting and Shaders | p. 325 |
Materials and Shaders | p. 325 |
Global Illumination | p. 340 |
Thinking About Performance | p. 347 |
Wrapping Up | p. 353 |
15 Creating GUIs in Unity | p. 355 |
How GUIs Work in Unity | p. 355 |
Controls | p. 362 |
Events and Raycasts | p. 362 |
Using the Layout System | p. 364 |
Scaling the Canvas 36? | |
Transitioning Between Screens | p. 369 |
Wrapping Up | p. 369 |
16 Editor Extensions | p. 371 |
Making a Custom Wizard | p. 373 |
Making a Custom Editor Window | p. 382 |
Making a Custom Property Drawer | p. 395 |
Making a Custom Inspector | p. 404 |
Wrapping Up | p. 410 |
17 Beyond the Editor | p. 411 |
The Unity Services Ecosystem | p. 411 |
Deployment | p. 424 |
Where to Go from Here | p. 435 |
Index | p. 437 |