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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!.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Goldstone, Will
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.