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Unity Development Cookbook real-time solutions from game development to AI /

Learn everything you need to know to use the powerful Unity engine to its full potential for 3D and 2D game development, simulation, artificial intelligence, and beyond. From the basics of scripting to techniques for interactivity, AI and behavior, animation, narrative, and networking, this flexible...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Buttfield-Addison, Paris, Manning, Jon (Autor), Nugent, Tim (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Sebastopol : O'Reilly Media, Incorporated, 2023.
Edición:Second edition.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 1 0 |a Unity Development Cookbook  |h [electronic resource] :  |b real-time solutions from game development to AI /  |c Paris Buttfield-Addison, Jon Manning & Tim Nugent. 
250 |a Second edition. 
260 |a Sebastopol :  |b O'Reilly Media, Incorporated,  |c 2023. 
300 |a 1 online resource (433 p.) 
500 |a Description based upon print version of record. 
505 0 |a Cover -- Copyright -- Table of Contents -- Preface -- Audience and Approach -- Organization of This Book -- Conventions Used in This Book -- Using Code Examples -- O'Reilly Online Learning -- How to Contact Us -- Acknowledgments -- Chapter 1. Working in Unity -- 1.1 Getting Around in Unity -- Problem -- Solution -- Discussion -- 1.2 Working with Game Objects -- Problem -- Solution -- Discussion -- 1.3 Working with Components -- Problem -- Solution -- Discussion -- 1.4 Working with Prefabs -- Problem -- Solution -- Discussion -- 1.5 Working with Scenes -- Problem -- Solution -- Discussion 
505 8 |a 1.6 Managing Assets -- Problem -- Solution -- Discussion -- 1.7 Building Unity Projects -- Problem -- Solution -- Discussion -- 1.8 Accessing Preferences -- Problem -- Solution -- Discussion -- 1.9 Installing Unity Packages -- Problem -- Solution -- Discussion -- Chapter 2. Scripting -- 2.1 Adding a Script to an Object in a Unity Scene -- Problem -- Solution -- 2.2 Running Code at Specific Times in a Script's (or Game Object's) Life -- Problem -- Solution -- Discussion -- 2.3 Creating Frame Rate-Independent Behavior -- Problem -- Solution -- Discussion 
505 8 |a 2.4 Using the Components of a Game Object -- Problem -- Solution -- Discussion -- 2.5 Finding Objects Attached to a Game Object -- Problem -- Solution -- Discussion -- 2.6 Singletons -- Problem -- Solution -- Discussion -- 2.7 Using Coroutines to Manage When Code Runs -- Problem -- Solution -- Discussion -- 2.8 Managing Objects Using an Object Pool -- Problem -- Solution -- Discussion -- 2.9 Storing Data in Assets Using ScriptableObject -- Problem -- Solution -- Discussion -- Chapter 3. Input -- 3.1 Getting Simple Keyboard Input -- Problem -- Solution -- Discussion 
505 8 |a 3.2 Using the Unity Input System -- Problem -- Solution -- Discussion -- 3.3 Using Input Actions -- Problem -- Solution -- Discussion -- 3.4 Locking and Hiding the Mouse Cursor -- Problem -- Solution -- Discussion -- 3.5 Responding to Mouseover and Click Events -- Problem -- Solution -- Discussion -- Chapter 4. Mathematics -- 4.1 Storing Coordinates of Varying Dimensions Using Vectors -- Problem -- Solution -- Discussion -- 4.2 Rotating in 3D Space -- Problem -- Solution -- Discussion -- 4.3 Performing Transformations in 3D Space with Matrices -- Problem -- Solution -- Discussion 
505 8 |a 4.4 Working with Angles -- Problem -- Solution -- Discussion -- 4.5 Finding the Distance to a Target -- Problem -- Solution -- Discussion -- 4.6 Finding the Angle to a Target -- Problem -- Solution -- Discussion -- Chapter 5. 2D Graphics -- 5.1 Importing Images as Sprites -- Problem -- Solution -- Discussion -- 5.2 Adding a Sprite to the Scene -- Problem -- Solution -- Discussion -- 5.3 Creating a Sprite Animation -- Problem -- Solution -- Discussion -- 5.4 Creating a Sprite with 2D Physics -- Problem -- Solution -- Discussion -- 5.5 Customizing Sprite Collision Shapes -- Problem -- Solution 
500 |a Discussion 
520 |a Learn everything you need to know to use the powerful Unity engine to its full potential for 3D and 2D game development, simulation, artificial intelligence, and beyond. From the basics of scripting to techniques for interactivity, AI and behavior, animation, narrative, and networking, this flexible, mind-bogglingly popular engine is useful for anything that needs visuals and real-time simulation. With this thoroughly updated problem-solving cookbook, beginner and intermediate Unity developers will learn about the Unity engine through brief recipes that teach specific features of the software and scripting systems. You'll apply a collection of snippets of code to address common scenarios such as properly keeping score, accepting input, and sharing state over the network. This cookbook pinpoints the problem, sets out the solution, and discusses how to solve your problem in the best and most straightforward way possible. You'll find solutions for: 2D and 3D graphics Math, physics, and character control Animation and movement Behavior and AI Sound and music Narrative and dialogue Input and gameplay Scripting and user interface Simulation and synthetic data creation Networking and accessing web content Analytics and telemetry. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
630 0 0 |a Unity (Electronic resource) 
650 0 |a Video games  |x Programming. 
650 0 |a Video games  |x Design. 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Jeux vidéo  |x Conception. 
700 1 |a Manning, Jon,  |e author. 
700 1 |a Nugent, Tim,  |e author. 
776 0 8 |i Print version:  |a Buttfield-Addison, Paris  |t Unity Development Cookbook  |d Sebastopol : O'Reilly Media, Incorporated,c2023  |z 9781098113711 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781098113704/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
938 |a ProQuest Ebook Central  |b EBLB  |n EBL30673835 
994 |a 92  |b IZTAP