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Learn Unity 3D programming with UnityScript : Unity's JavaScript for beginners /

Learn Unity Programming with UnityScript is your step-by-step guide to learning to make your first Unity games using UnityScript. You will move from point-and-click components to fully customized features. You need no prior programming knowledge or any experience with other design tools such as Phot...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Suvak, Janine (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: [Berkeley, CA] : Apress, 2014.
Colección:Technology in action.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • At a Glance; Introduction; Chapter 1: Getting Started with Unity; What Is UnityScript?; Prerequisites; Meet Unity; Setting Up the Development Environment; Getting Started with AngryBots; Game View (+2); Hierarchy View (+4); Scene View (+1); Inspector (+3); Project Panel (+5); Console (SHIFT+ +C); Summary; Chapter 2: Game Programming 101; MonoDevelop; Variables and Functions; Conditionals; Boolean Logic and Conditionals; Loops; The for Loop; The while Loop; The do-while Loop; Coordinate Geometry and Vectors; Summary; Chapter 3: Making a Simple Scene.
  • New Project, New SceneThe Game Object; Components; The Main Camera; Transform; Camera; Clear Flags; Background; Culling Mask; Projection; Field of View; Clipping Planes; Viewport Rect; Depth; Component Reference; GUILayer; Flare Layer; Audio Listener; Light; Common Light Properties; Color; Intensity; Cookie; Shadow Type (Pro Only); Draw Halo; Flare; Render Mode; Culling Mask; Lightmapping; Other Properties; Range; Spot Angle; The Cube; Transform; Mesh Filter; Box Collider; Mesh Renderer; Material; Prefabs; Summary; Chapter 4: Using Scripts and the GameObject; Scripts as Behavior Components.
  • Getting the Game StartedAwake; Start; Update; Scripting in Start; Color; Frame Rates; Time.deltaTime; Scripting in Update; User Input; Cleaning Up Your Code; Enabling and Disabling Components; Destroying Game Objects; Instantiation; Summary; Chapter 5: Moving the GameObject; Rotate; Editing Properties While Playtesting; Add User Interaction; Translate; Transform.position; Smoothing It Out with Lerp; Mecanim; I'm a Doctor, Not a ...!; Modeling, Rigging, and Skinning; The Asset Store; Import a Character Model; Create and Configure the Avatar; Import the Animation.
  • Create an Animator ControllerRun Zombie Run; Run Like a Zombie; More Animations; Configure the Animations; Root Motion; OnAnimatorMove; Transitions; Any State; User Input and the Input Manager; Blend Trees; Don't Reinvent the Wheel; Summary; Chapter 6: Starting with Coding Physics; Rigidbodies; Rigidbody Properties; Controlling a Rigidbody with Forces; Colliders; OnCollision; The Other GameObject; Target Practice; Physic Materials; Bounciness; LookAt; Accessing Other Game Objects; Triggers; OnTrigger; Rapid Prototyping; Spawning and Spawn Points; Changing the Character Model; Summary.
  • Chapter 7: Using Advanced Physics ConceptsSetting Up the Obstacle Course; Lowering Platform Obstacle; Joints and the Pendulum Obstacle; Fixed Joint; Hinge Joint; Build the Pendulum Chain; Character Joint; Ragdoll Physics; Kill Zone; Spring Joint; Configurable Joint; Raycasting; Tags; Layers; Character Controller; Summary; Chapter 8: Particle Emitters and Special Effects; The Shuriken Particle System Engine; The Grand Entrance; Puff of Dust; Energy Burst; Particle Effect; Land With Force; Bomb Obstacle; Blizzard Obstacle; Laser Obstacle; Laser Emitter; Laser Beam; Tracer Fire Obstacle.