Getting Started with Unity 2018 : a Beginner's Guide to 2D and 3D game development with Unity, 3rd Edition.
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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing,
2018.
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Edición: | 3rd ed. |
Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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.
- 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.
- 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.
- 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.