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Unity game development essentials / Will Goldstone.
- Format:
- Book
- Author/Creator:
- Goldstone, Will.
- Series:
- From technologies to solutions.
- From technologies to solutions
- Language:
- English
- Subjects (All):
- Video games--Design.
- Video games.
- Video games--Computer programs.
- Physical Description:
- 1 online resource (316 p.)
- Edition:
- 1st ed.
- Place of Publication:
- Birmingham, U.K. : Packt Pub., 2009.
- Language Note:
- English
- System Details:
- text file
- Biography/History:
- Goldstone Will: Will Goldstone is a longstanding member of the Unity community and works for Unity Technologies as a Technical Support Associate, handling educational content and developer support. With an MA in Creative Education, and many years experience as a lecturer in higher education, Will wrote the first ever Unity book, the original Unity Game Development Essentials, and also created the first ever video tutorials for the package. Through his sites http: //www. unity3dstudent. com and http: //learnunity3d. com Will helps to introduce new users to the growing community of developers discovering Unity every day.
- Summary:
- Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!
- Contents:
- Cover; Table of Contents; Preface; Chapter 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; Chapter 2: Environments; External modellers; Resources; Your first Unity project; Using the terrain editor
- Terrain menu featuresImporting 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; Take Me Home! Introducing models; Importing the model package; Common settings for models; Setting up the outpost model; Summary; Chapter 3: Player Characters; Working with the Inspector; Tags; Layers; Prefabs and the Inspector
- Deconstructing the First Person Controller objectParent-child issues; First Person Controller objects; Object 1: First Person Controller (parent); Object 2: Graphics; Object 3: Main Camera; Scripting basics; Commands; Variables; Functions; If else statements; Globals and dot syntax; Comments; Further reading; The FPSWalker script; Launching the script; Deconstructing the script; Summary; Chapter 4: Interactions; Exploring collisions; Ray casting; The frame miss; Predictive collision detection; Adding the outpost; Positioning; Scaling; Colliders and tagging the door
- Disabling automatic animationOpening the outpost; Approach 1-Collision detection; Creating new assets; Scripting for character collision detection; Attaching the script; Approach 2-Ray casting; Disabling collision detection-using comments; Resetting the door collider; Adding the ray; Summary; Chapter 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 objectPositioning 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; Chapter 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
- Notes:
- "Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!."
- Includes index.
- ISBN:
- 9786612316326
- 9781282316324
- 128231632X
- 9781847198198
- 1847198198
- OCLC:
- 797915541
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