Unity game development essentials : build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! /
Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!.
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, U.K. :
Packt Pub.,
2009.
|
Colección: | From technologies to solutions.
|
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Intro
- Unity Game Development Essentials
- Table of Contents
- Unity Game Development Essentials
- Credits
- About the Author
- About the Reviewers
- Preface
- What this book covers
- Chapter 1-Welcome to the Third Dimension
- Chapter 2-Environments
- Chapter 3-Player Characters
- Chapter 4-Interactions
- Chapter 5-Prefabs, Collection, and HUD
- Chapter 6-Instantiation and Rigidbodies
- Chapter 7-Particle Systems
- Chapter 8-Menu Design
- Chapter 9-Finishing Touches
- Chapter 10-Building and sharing
- Chapter 11-Testing and further study
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the necessary assets for the book
- Errata
- Piracy
- Questions
- 1. Welcome to the Third Dimension
- Getting to grips with 3D
- Coordinates
- Local space versus World space
- Vectors
- Cameras
- Polygons, edges, vertices, and meshes
- Materials, textures, and shaders
- Rigid Body physics
- Collision detection
- Essential Unity concepts
- The Unity way
- Assets
- Scenes
- Game Objects
- Components
- Scripts
- Prefabs
- The interface
- The Scene window and Hierarchy
- The Inspector
- The Project window
- The Game window
- Summary
- 2. Environments
- External modellers
- Resources
- Your first Unity project
- Using the terrain editor
- Terrain menu features
- Importing and exporting heightmaps
- Set Heightmap resolution
- Creating the lightmap
- Mass Place Trees
- Flatten Heightmap
- Refresh Tree and Detail Prototypes
- The terrain toolset
- Terrain Script
- Raise Height
- Paint height
- Smooth height
- Paint Texture
- Place Trees
- Paint Details
- Terrain Settings
- Sun, Sea, Sand-creating the island
- Step 1-Terrain setup
- Step 2-Island outline
- Step 3-Volcano!
- Step 4-Adding textures
- Painting procedure.
- Sandy areas
- Grass & Rock
- Volcanoes Rock!
- Step 5-Tree time
- Step 6-Grassed up
- Step 7-Let there be lights!
- Creating sunlight
- Step 8-What's that sound?
- Stereo versus Mono
- Formats
- The hills are alive!
- Importing your first package
- Further audio settings
- Step 9-Look to the skybox!
- Step 10-Open water
- Step 11-Island walkabout
- Step 12-Sun alignment and final tweaks
- Take Me Home! Introducing models
- Importing the model package
- Common settings for models
- Meshes
- Materials
- Animations
- Setting up the outpost model
- Summary
- 3. Player Characters
- Working with the Inspector
- Tags
- Layers
- Prefabs and the Inspector
- Deconstructing the First Person Controller object
- Parent-child issues
- First Person Controller objects
- Object 1: First Person Controller (parent)
- Transform
- FPSWalker (Script)
- Character Controller
- Mouse Look (Script)
- Object 2: Graphics
- Mesh filter
- Mesh renderer
- Object 3: Main Camera
- Camera
- GUILayer and Flare Layer
- Mouse Look (Script)
- Audio listener
- Scripting basics
- Commands
- Variables
- Variable data types
- Using variables
- Public versus private
- Functions
- Update()
- OnMouseDown()
- Writing functions
- If else statements
- Multiple conditions
- Globals and dot syntax
- Using static to define globals
- Dot syntax
- Comments
- Further reading
- The FPSWalker script
- Launching the script
- Mac-FPSWalker in Unitron
- Windows PC-FPSWalker in Uniscite
- Deconstructing the script
- Variable declaration
- Storing movement information
- Moving the character
- Checking grounded
- @Script commands
- Summary
- 4. Interactions
- Exploring collisions
- Ray casting
- The frame miss
- Predictive collision detection
- Adding the outpost
- Positioning
- Scaling
- Colliders and tagging the door.
- Disabling automatic animation
- Opening the outpost
- Approach 1-Collision detection
- Creating new assets
- Scripting for character collision detection
- Working with OnControllerColliderHit
- Writing custom functions
- Declaring the function
- Playing audio
- Checking door status
- Playing animation
- Reversing the procedure
- Function efficiency
- Finishing the script
- Attaching the script
- Approach 2-Ray casting
- Disabling collision detection-using comments
- Resetting the door collider
- Adding the ray
- Summary
- 5. Prefabs, Collection, and HUD
- Creating the battery prefab
- Download, import, and place
- Tagging the battery
- Scale, collider, and rotation
- Enlarging the battery
- Adding a trigger collider
- Creating a rotation effect
- Saving as a prefab
- Scattering batteries
- Displaying the battery GUI
- Creating the GUI Texture object
- Positioning the GUI Texture
- Scripting for GUI change
- Battery collection with triggers
- Restricting outpost access
- Restricting access
- Utilizing GetComponent()
- Hints for the player
- Battery GUI hint
- GUI Text hint
- Using fonts
- Summary
- 6. Instantiation and Rigid Bodies
- Introducing instantiation
- In concept
- In code
- Passing in an object
- Position and rotation
- Introducing rigid bodies
- Forces
- The Rigidbody component
- Making the minigame
- Creating the coconut prefab
- Creating the textured coconut
- Adding physics
- Saving as a prefab
- Creating the Launcher object
- Scripting coconut throws
- Checking for player input
- Playing feedback sound
- Instantiating the coconut
- Naming instances
- Assigning velocity
- Ensuring component presence
- Safeguarding collisions
- Including the Audio Source component
- Script and variable assignment
- Instantiate restriction and object tidying
- Activating coconut throw.
- Removing coconuts
- Adding the coconut shy platform
- Import settings
- The platform
- Targets and coconut collisions
- Placement
- Coconut detection script
- Establishing variables
- Collision detection
- Resetting the target
- Including audio source
- Script assignment
- Making more targets
- Winning the game
- Variable setup
- Checking for a win
- Script assignment
- Incrementing and decrementing targets
- Adding
- Subtracting
- Finishing touches
- Adding the crosshair
- Toggling the crosshair GUI Texture
- Informing the player
- Summary
- 7. Particle Systems
- What is a particle system?
- Particle emitter
- Particle Animator
- Particle Renderer
- In summary
- Making the task
- Asset download
- Adding the log pile
- Creating the fire particle systems
- Making fire
- Ellipsoid Particle Emitter Settings
- Particle Animator settings
- Particle Renderer settings
- Adding a material
- Positioning the FireSystem
- Time to Test!
- Making smoke
- Ellipsoid Particle Emitter settings
- Particle Animator settings
- Particle Renderer settings
- Positioning
- Adding audio to the fire
- Lighting the fire
- Adding the matches
- Creating the Matches GUI
- Collecting the matches
- Setting fire
- Testing and confirming
- Summary
- 8. Menu Design
- Interfaces and menus
- Making the main menu
- Creating the scene
- Visual example
- Duplicating the island
- Grouping the environment objects
- Duplicating the scene
- Cancelling mip mapping
- Adding titling
- GUI Texture formats
- Object creation
- Positioning
- Creating the menu-approach 1
- Adding the play button
- GUI Texture button script
- Assigning public member variables
- Testing the button
- Adding the instructions button
- Adding the quit button
- Using debug commands to check scripts
- Creating the menu-approach 2.
- Disabling Game Objects
- Writing an OnGUI() script for a simple menu
- Fixed versus layout
- Public member variables
- The OnGUI() function
- Flexible positioning for GUIs
- Adding UnityGUI buttons
- Opening scenes with custom functions
- Applying and styling
- GUI skin settings
- Decision time
- Summary
- 9. Finishing Touches
- Volcano!
- Positioning the particle system
- Downloading assets
- Making the smoke material
- Particle system settings
- Ellipsoid Particle Emitter settings
- Particle Animator settings
- Adding audio to the volcano
- Volcano testing
- Coconut trails
- Editing the Prefab
- Trail Renderer component
- Updating the prefab
- Performance tweaks
- Camera Clip Planes and fog
- Ambient lighting
- Instructions scene
- Adding screen text
- Text Animation using Linear Interpolation (Lerp)
- Menu return
- Island level fade-in
- UnityGUI texture rendering
- Game win notification
- Summary
- 10. Building and Sharing
- Build Settings
- Web Player
- Player Settings
- Web Player Streamed
- OS X Dashboard Widget
- OS X/Windows Standalone
- Building the game
- Adapting for web build
- Quit button platform automation
- Texture compression and debug stripping
- Building standalone
- Indie versus Pro
- Building for the Web
- Adapting web player builds
- Detection script-
- Object embed-
- Quality Settings
- Player Input settings
- Sharing your work
- Summary
- 11. Testing and Further Study
- Testing and finalizing
- Public testing
- Frame rate feedback
- Boosting performance
- Approaches to learning
- Cover as many bases as possible
- If you don't know, just ask!
- Summary
- Index.