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Mastering Unity 2D Game Development : Become an expert in Unity3D's new 2D system, and then join in the adventure to build an RPG game framework! /

If you have C♯ knowledge but now want to become truly confident in creating fully functional 2D RPG games with Unity, then this book will show you everything you need to know.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Jackson, Simon (Autor, Diseñador de portada)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, England : Packt Publishing Ltd, 2014.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Overview; Getting assets; Collection of sites; Welcome to 2D; The new 2D mode; Sprites; Sprite Renderer; Sprite Editor; Spritesheets; Texture atlases; Sprite meshes; The Box2D physics system; The new animation Dope Sheet; Other Unity 4.3 improvements; Improved Mecanim performance; The Windows Phone API improvements and Windows 8.1 support; Dynamic Nav Mesh (Pro version only); Editor updates; MonoDevelop 4.01; Movie textures; Summary.
  • Chapter 2: Building a CharacterGetting your project started
  • the right way; Structure; Object naming; Understanding components; Accessing components using a shortcut; A better way to use components
  • referencing; An even better way; Creating the project; Classes; The object-orientated design; The game structure; The common game object; More later; Planning behaviors; Behaviors for the common game object; Behaviors for the player''s character; Introducing the Unity sprite system; Importing sprites; Texture type
  • sprite; Sprite Mode
  • single/multiple; Packing tag; Pixels to units.
  • The Sprite Editor buttonSprite Editor; Sprite splitter (slicer); View controls; Sprite region manipulation; Putting it together; Importing our main character; The hero; Controlling the hero; Going further; Summary; Chapter 3: Getting Animated; Sprite animation; Animation components; Animation controllers; Animation clips; The Animator component; Setting up animation controllers; Setting up animation clips; Manual animation clip creation; Automatic animation clip creation; Animator Dope Sheet; Dope/curve view; Putting it together; Setting up the animation controller.
  • Adding your first animation clip (idle)Adding another animation clip (run); Connecting animation states; Accessing controllers from a script; Extra credit; Getting curvy; Going further; Summary; Chapter 4: The Game World; Backgrounds and layers; To slice or not to slice; The town background; The town buildings; The extra scenery; Building the scene; Adding the town background; Sprite sorting layers; Sprite sorting order; Updating the scene Sorting Layers; Working with the camera; Comparing Update, FixedUpdate, and LateUpdate; The perils of resolution; A better FollowCamera script.
  • Transitioning and boundsTowns with borders; Journeying onwards; Planning for the larger picture; Backgrounds and active elements; Parallaxing; Foreground objects; Shaders and 2D; Going further; Summary; Chapter 5: NPCs and Interactions; Considering an RPG; Advanced programming techniques; Singletons and managers; The manager approach
  • using empty game objects; The singleton approach
  • using the C♯ singleton pattern; Communicating between game objects; Delegates; The configurable method pattern; The delegation pattern; Compound delegates; Events; Messaging; A better way.