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Mastering unity 2017 game development with C# : create professional games with solid gameplay features and professional-grade workflow / Alan Thorn.

Ebook Central College Complete Available online

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O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Thorn, Alan, author.
Language:
English
Subjects (All):
Unity (Electronic resource).
Compputer software--Development.
Compputer software.
Physical Description:
1 online resource (1 volume) : illustrations
Edition:
Second edition.
Place of Publication:
Birmingham, England ; Mumbai, [Maharashtra] : Packt, 2017.
System Details:
text file
Summary:
Master realistic animations and graphics, particle systems, game AI and physics, sprites and VR development with Unity 2017 About This Book Create professional grade games with realistic animation and graphics, particle systems and game physics with Unity 2017 Unleash the power of C# scripting to create intelligent game AI and professional grade game workflows. Create immersive VR games using the latest Unity 2017 VR SDK. Who This Book Is For If you are a Unity developer who now wants to develop and deploy interesting games by leveraging the new features of Unity 2017, then this is the book for you. Basic knowledge of C# programming is assumed. What You Will Learn Explore hands-on tasks and real-world scenarios to make a Unity horror adventure game Create enemy characters that act intelligently and make reasoned decisions Use data files to save and restore game data in a way that is platform-agnostic Get started with VR development Use navigation meshes, occlusion culling, and Profiler tools Work confidently with GameObjects, rotations, and transformations Understand specific gameplay features such as AI enemies, inventory systems, and level design In Detail Do you want to make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay. This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we'll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; how to work with version control; and more. By the end of this book, you'll have developed sufficient competency in Unity development to produce fun games with confidence. Style and approach This book takes an easy-to-follow, step-by-step tutorial approach. You will create an advanced level Unity game with an emphasis on leveraging advanced Unity 2017 features while developing the game in its entirety.
Contents:
Cover
Title Page
Copyright
Credits
About the Author
About the Reviewers
www.PacktPub.com
Customer Feedback
Table of Contents
Preface
Chapter 1: Preparation and Asset Configuring
Getting clear on design
Target platforms
Intended audience
Genre
Game mode
Game objective
Asset preparation
Meshes - Work only with good topology
Meshes - Minimize polygon count
Meshes - Simulating bump details without geometry
Meshes - Minimize UV seams
Meshes - Export as FBX
Meshes - Use meters scale (metric)
Textures - Never use lossy compression
Textures - Power of 2 sizes
Textures - Alpha textures
Asset importing for Dead Keys
Importing textures
Importing meshes
Importing animations
Importing audio
Configuring materials
Summary
Chapter 2: Level Design and Structure
Setting the scene with a skybox
Level building - Modular construction sets
Level building - Organization and structure
Level design - Tips and tricks
Objective and feedback
Narrative
Believability and convenience
Atmosphere and aesthetic
Simplicity and reuse
Level lighting - Preparation
Baked lighting
Dynamic lighting
Precomputed global illumination
Getting started with lightmapping
Baking lightmaps - Resolution and size
Baking lightmaps - Details
Light Probes
Lighting FAQ
Navigation mesh
Occlusion Culling
Creating a player camera
Particle systems
Music and audio
Chapter 3: Player Controls - Movement
Player movement
Zombie combat
Creating player waypoints
Animating the camera
Configuring an animator graph
Working with animation - creating the navigator
Customizing and changing MonoDevelop
Singletons
Comments
Connecting to the navigator component
Navigator GUI
Input axes.
The canvas
The button
Coding button behavior
Creating player death
Chapter 4: Player Controls - Typing and Health
Word combat
Creating a word list
Using Visual Studio Code
Creating a WordList class
Matching words
The Typer object
Progressing with the Typer class
Health and damage
Damage and feedback
Player score
Bonus items
Chapter 5: Enemies and Artificial Intelligence
Configuring the zombie character
Getting started with the zombie Prefab
Planning the zombie Artificial Intelligence
Developing state structure
Developing an NPC Animator Controller
Developing the Idle state
Developing the Chase state
Developing the Attack state and more
Developing the Dead state
Zombies and text input
Zombies and the Typer class
Activating enemies and camera paths
Working with Play mode
Chapter 6: Project Management and Version Control
Project management
Research, design, and work assessment
Workload plan
Task status
Risk analysis
Resources and skills needed
Testing plan
Applied project management using Trello
Collaboration with cloud storage
Version control using Git
Getting started with Git and GitKraken
Commits and branches
Forward and backward with Git
Configuring Unity for version control
Reverting and discarding
Branches and branching
Conflicts and resolving
Git and the web
Pushing and pulling
Cloning
Chapter 7: Persistent Data - Load and Save Game States
Data serialization
Player preferences - saving data
Player preferences - loading data.
Player preferences - INI files
Comments on iniParser.cs
Saving data - XML files
Saving data - JSON files
Saving data - binary files
Saving data for Dead Keys
Chapter 8: Performance, Optimization, Mobiles, and More
Stats and performance
Profiler and performance assessment
Optimization tips and tricks
Strings and comparisons
Beware of functions in disguise
Debug cleaning
Optimizing build size
Getting started with mobile development
Moving forward with mobile development
Building for Android
Building for VR (Virtual Reality)
Index.
Notes:
Includes index.
Description based on online resource; title from PDF title page (EBC, viewed December 6, 2017).
ISBN:
9781788398398
1788398394
OCLC:
1014025210

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