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Unity in action : multiplatform game development in C# / Joseph Hocking ; foreword by Jesse Schell.

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

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Format:
Book
Author/Creator:
Hocking, Joseph, 1979- author.
Contributor:
Schell, Jesse, writer of foreword.
Language:
English
Subjects (All):
C (Computer program language).
Video games--Programming.
Video games.
Video games--Design.
Software frameworks.
Physical Description:
1 online resource (369 pages)
Edition:
Third edition.
Place of Publication:
Shelter Island, New York : Manning Publications Company, [2022]
Summary:
Unity in Action, Third Edition teaches you to create games with the Unity game platform. It's many 2D, 3D, and AR/VR game examples give you hands-on experience with Unity's workflow tools and state-of-the-art rendering engine. This fully updated third edition presents new coverage of Unity's XR toolkit and shows you how you can start building with virtual and augmented reality.
Contents:
Intro
inside front cover
Praise for earlier editions of Unity in Action
Unity in Action, Third Edition
Copyright
contents
front matter
foreword
preface
acknowledgments
about this book
Who should read this book
How this book is organized: A roadmap
About the code
liveBook discussion forum
about the author
about the cover illustration
Part 1 First steps
1 Getting to know Unity
1.1 Why is Unity so great?
1.1.1 Unity's strengths and advantages
1.1.2 Downsides to be aware of
1.1.3 Example games built with Unity
1.2 How to use Unity
1.2.1 Scene view, Game view, and the Toolbar
1.2.2 The mouse and keyboard
1.2.3 The Hierarchy view and the Inspector panel
1.2.4 The Project and Console tabs
1.3 Getting up and running with Unity programming
1.3.1 Running code in Unity: Script components
1.3.2 Using Visual Studio, the included IDE
1.3.3 Printing to the console: Hello World!
Summary
2 Building a demo that puts you in 3D space
2.1 Before you start . . .
2.1.1 Planning the project
2.1.2 Understanding 3D coordinate space
2.2 Begin the project: Place objects in the scene
2.2.1 The scenery: Floor, outer walls, and inner walls
2.2.2 Lights and cameras
2.2.3 The player's collider and viewpoint
2.3 Make things move: A script that applies transforms
2.3.1 Visualizing how movement is programmed
2.3.2 Writing code to implement the diagram
2.3.3 Understanding local vs. global coordinate space
2.4 Script component for looking around: MouseLook
2.4.1 Horizontal rotation that tracks mouse movement
2.4.2 Vertical rotation with limits
2.4.3 Horizontal and vertical rotation at the same time
2.5 Keyboard input component: First-person controls
2.5.1 Responding to keypresses.
2.5.2 Setting a rate of movement independent of the computer's speed
2.5.3 Moving the CharacterController for collision detection
2.5.4 Adjusting components for walking instead of flying
3 Adding enemies and projectiles to the 3D game
3.1 Shooting via raycasts
3.1.1 What is raycasting?
3.1.2 Using the ScreenPointToRay command for shooting
3.1.3 Adding visual indicators for aiming and hits
3.2 Scripting reactive targets
3.2.1 Determining what was hit
3.2.2 Alerting the target that it was hit
3.3 Basic wandering AI
3.3.1 Diagramming how basic AI works
3.3.2 "Seeing" obstacles with a raycast
3.3.3 Tracking the character's state
3.4 Spawning enemy prefabs
3.4.1 What is a prefab?
3.4.2 Creating the enemy prefab
3.4.3 Instantiating from an invisible SceneController
3.5 Shooting by instantiating objects
3.5.1 Creating the projectile prefab
3.5.2 Shooting the projectile and colliding with a target
3.5.3 Damaging the player
4 Developing graphics for your game
4.1 Understanding art assets
4.2 Building basic 3D scenery: Whiteboxing
4.2.1 Whiteboxing explained
4.2.2 Drawing a floor plan for the level
4.2.3 Laying out primitives according to the plan
4.3 Texturing the scene with 2D images
4.3.1 Choosing a file format
4.3.2 Importing an image file
4.3.3 Applying the image
4.4 Generating sky visuals by using texture images
4.4.1 What is a skybox?
4.4.2 Creating a new skybox material
4.5 Working with custom 3D models
4.5.1 Which file format to choose?
4.5.2 Exporting and importing the model
4.6 Creating effects by using particle systems
4.6.1 Adjusting parameters on the default effect
4.6.2 Applying a new texture for fire
4.6.3 Attaching particle effects to 3D objects
Part 2 Getting comfortable.
5 Building a Memory game using Unity's 2D functionality
5.1 Setting up everything for 2D graphics
5.1.1 Preparing the project
5.1.2 Displaying 2D images (aka sprites)
5.1.3 Switching the camera to 2D mode
5.2 Building a card object and making it react to clicks
5.2.1 Building the object out of sprites
5.2.2 Mouse input code
5.2.3 Revealing the card on a click
5.3 Displaying the various card images
5.3.1 Loading images programmatically
5.3.2 Setting the image from an invisible SceneController
5.3.3 Instantiating a grid of cards
5.3.4 Shuffling the cards
5.4 Making and scoring matches
5.4.1 Storing and comparing revealed cards
5.4.2 Hiding mismatched cards
5.4.3 Text display for the score
5.5 Restart button
5.5.1 Programming a UIButton component by using SendMessage
5.5.2 Calling LoadScene from SceneController
6 Creating a basic 2D platformer
6.1 Setting up the graphics
6.1.1 Placing the scenery
6.1.2 Importing sprite sheets
6.2 Moving the player left and right
6.2.1 Writing keyboard controls
6.2.2 Colliding with the block
6.3 Playing the sprite's animation
6.3.1 Explaining the Mecanim animation system
6.3.2 Triggering animations from code
6.4 Adding the ability to jump
6.4.1 Falling from gravity
6.4.2 Applying an upward impulse
6.4.3 Detecting the ground
6.5 Additional features for a platform game
6.5.1 Unusual floors: Slopes and one-way platforms
6.5.2 Implementing moving platforms
6.5.3 Camera control
7 Putting a GUI onto a game
7.1 Before you start writing code . . .
7.1.1 Immediate mode GUI or advanced 2D interface?
7.1.2 Planning the layout
7.1.3 Importing UI images
7.2 Setting up the GUI display
7.2.1 Creating a canvas for the interface
7.2.2 Buttons, images, and text labels.
7.2.3 Controlling the position of UI elements
7.3 Programming interactivity in the UI
7.3.1 Programming an invisible UIController
7.3.2 Creating a pop-up window
7.3.3 Setting values using sliders and input fields
7.4 Updating the game by responding to events
7.4.1 Integrating an event system
7.4.2 Broadcasting and listening for events from the scene
7.4.3 Broadcasting and listening for events from the HUD
8 Creating a third-person 3D game: Player movement and animation
8.1 Adjusting the camera view for third-person
8.1.1 Importing a character to look at
8.1.2 Adding shadows to the scene
8.1.3 Orbiting the camera around the player character
8.2 Programming camera-relative movement controls
8.2.1 Rotating the character to face movement direction
8.2.2 Moving forward in that direction
8.3 Implementing the jump action
8.3.1 Applying vertical speed and acceleration
8.3.2 Modifying the ground detection to handle edges and slopes
8.4 Setting up animations on the player character
8.4.1 Defining animation clips in the imported model
8.4.2 Creating the animator controller for these animations
8.4.3 Writing code that operates the animator
9 Adding interactive devices and items within the game
9.1 Creating doors and other devices
9.1.1 Doors that open and close on a keypress
9.1.2 Checking distance and facing before opening the door
9.1.3 Operating a color-changing monitor
9.2 Interacting with objects by bumping into them
9.2.1 Colliding with physics-enabled obstacles
9.2.2 Operating the door with a trigger object
9.2.3 Collecting items scattered around the level
9.3 Managing inventory data and game state
9.3.1 Setting up player and inventory managers
9.3.2 Programming the game managers.
9.3.3 Storing inventory in a collection object: List vs. Dictionary
9.4 Inventory UI for using and equipping items
9.4.1 Displaying inventory items in the UI
9.4.2 Equipping a key to use on locked doors
9.4.3 Restoring the player's health by consuming health packs
Part 3 Strong finish
10 Connecting your game to the internet
10.1 Creating an outdoor scene
10.1.1 Generating sky visuals by using a skybox
10.1.2 Setting up an atmosphere that's controlled by code
10.2 Downloading weather data from an internet service
10.2.1 Requesting HTTP data using coroutines
10.2.2 Parsing XML
10.2.3 Parsing JSON
10.2.4 Affecting the scene based on weather data
10.3 Adding a networked billboard
10.3.1 Loading images from the internet
10.3.2 Displaying images on the billboard
10.3.3 Caching the downloaded image for reuse
10.4 Posting data to a web server
10.4.1 Tracking current weather: Sending post requests
10.4.2 Server-side code in PHP
11 Playing audio: Sound effects and music
11.1 Importing sound effects
11.1.1 Supported file formats
11.1.2 Importing audio files
11.2 Playing sound effects
11.2.1 Explaining what's involved: Audio clip vs. source vs. listener
11.2.2 Assigning a looping sound
11.2.3 Triggering sound effects from code
11.3 Using the audio control interface
11.3.1 Setting up the central AudioManager
11.3.2 Volume control UI
11.3.3 Playing UI sounds
11.4 Adding background music
11.4.1 Playing music loops
11.4.2 Controlling music volume separately
11.4.3 Fading between songs
12 Putting the parts together into a complete game
12.1 Building an action RPG by repurposing projects
12.1.1 Assembling assets and code from multiple projects
12.1.2 Programming point-and-click controls: Movement and devices.
12.1.3 Replacing the old GUI with a new interface.
Notes:
Description based on print version record.
Includes bibliographical references and index.
Includes index.
ISBN:
1-63835-057-4
OCLC:
1296426073
Publisher Number:
9781617299339

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