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|a UAMI
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1 |
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|a Lavieri, Dr. Edward.
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245 |
1 |
0 |
|a Getting Started with Unity 2018 :
|b a Beginner's Guide to 2D and 3D game development with Unity, 3rd Edition.
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250 |
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|a 3rd ed.
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260 |
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|a Birmingham :
|b Packt Publishing,
|c 2018.
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300 |
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|a 1 online resource (330 pages)
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
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|a online resource
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|a Print version record.
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|a Cover; Title Page; Copyright and Credits; Dedication; Packt Upsell; Contributors; Table of Contents; Preface; Chapter 1: Downloading and Installing Unity; Game engine overview; Game engines for specific game genres; First-person shooters (FPS); Third-person games; Other game genres; Available 3D game engines; CryENGINE; Lumberyard; Microsoft's XNA Game Studio; Unreal game engine; Unity -- past, present, and future; Version 1.0 -- 2005; Version 2.0 -- 2007; Version 3.0 -- 2010; Version 4.0 -- 2012; Version 5.0 -- 2015; Version 2017 -- 2017; Version 2018 -- 2018; The case for Unity; Unity features.
|
500 |
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|a EditorGraphics ; Unity community; System requirements; Development system requirements; Playback system requirements; Downloading Unity ; Installing Unity; Summary; Chapter 2: The Unity Interface; Screen real estate ; Menu; Unity; File; Edit; Assets; GameObject; Component; Window; Help; Scene view; Game view; Project window; Hierarchy window; Inspector window ; Toolbar; Transform tools; Gizmo Toggles; Cloud and Account Buttons; Layers and Layouts; Layouts; Summary; Chapter 3: Designing the Game; Game concept; Game idea; Input controls; Winning and losing; Game characters; Cucumber Man.
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505 |
8 |
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|a Cucumber BeetleGameplay; Game world layout; Starting condition; Point system; Heads-Up Display; The difficulty balance; Difficulty balance questions; Implementation plan; Project organization ; Custom assets; Standard assets; Organization; Summary; Chapter 4: Creating Our Terrain; Creating the terrain; Working with height maps; Importing the terrain; Shaping the terrain; Smoothing our terrain; Creating our spawn points; Painting the terrain; Adding water; Saving your work; Adding vegetation; Summary; Chapter 5: Lights, Cameras, and Shadows; Working with cameras.
|
505 |
8 |
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|a Understanding camera projectionsOrientating your frustum; Creating a Skybox ; Using multiple cameras; Working with lighting; Directional lighting; Point lighting; Spot lighting; Area lighting; Implementing reflection probes; Understanding shadows; Summary; Chapter 6: Creating and Importing 3D Objects for Our Game; Understanding assets and GameObjects; Asset packages; Understanding GameObjects; Creating 3D objects in Unity; Using prefabs; Using additional 3D objects; Using the Unity Asset Store; Hands-on with the Unity Asset Store; Incorporating custom assets in our game.
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505 |
8 |
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|a Working with imported assetsPlanting Cherry Trees; Planting Cucumber Patches; Summary; Chapter 7: Implementing Our Player Character; Working with Unity's standard asset package; Importing the game character; Configuring a player controller; Fine-tuning our character; Fine-tuning the motor controls; Fine-tuning scale; Fine-tuning the Capsule Collider; Changing and refining input controls ; Animating our player character; Reviewing the player controller script; Reviewing the Animator component; Previewing the animations; Terraforming the terrain for our Cucumber Man; Summary.
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500 |
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|a Chapter 8: Implementing Our Non-Player Characters.
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520 |
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|a The Unity game engine has revolutionized the gaming industry with its complete set of intuitive tools. This book will guide you through the entire process of creating a 3D VR game, from downloading the Unity game engine to publishing your game. It not only gives you a strong foundation, but puts you on the path to game development.
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590 |
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|b EBSCO eBook Subscription Academic Collection - Worldwide
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|a Video games
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|a Video games
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650 |
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650 |
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650 |
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|i Print version:
|a Lavieri, Dr. Edward.
|t Getting Started with Unity 2018 : A Beginner's Guide to 2D and 3D game development with Unity, 3rd Edition.
|d Birmingham : Packt Publishing, ©2018
|
856 |
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