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

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Thorn, Alan (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2016.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Texto completo
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