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Getting started with unity 5 : leverage the power of unity 5 to create amazing 3D games / Dr. Edward Lavieri.

EBSCOhost Academic eBook Collection (North America) Available online

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Ebook Central College Complete Available online

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Format:
Book
Author/Creator:
Lavieri, Edward, author.
Series:
Community experience distilled.
Community Experience Distilled
Language:
English
Subjects (All):
Unity (Electronic resource).
Video games--Design.
Video games.
Physical Description:
1 online resource (184 p.)
Edition:
1st ed.
Place of Publication:
Birmingham, [England] ; Mumbai, [India] : Packt Publishing, 2015.
Language Note:
English
Biography/History:
Jr. Dr. Edward Lavieri: Dr. Edward Lavieri Jr. is a seasoned software developer and senior member of the Institute of Electrical and Electronic Engineers (IEEE). He has developed software for over 30 years and primarily focused on Java for over 20 years. His experience includes both military information systems and the software design and development industry. Dr. Lavieri currently serves as a university dean for a college of computer science and a school of information technology as well as the chief academic officer of a programming bootcamp organization, all part of a regionally accredited US university. He holds a doctorate degree in computer science and a master's degree in information systems, along with other degrees and certificates.
Summary:
If you are a game developer interested in learning Unity 3D from scratch and becoming familiar with its core features, then this book is for you. No prior knowledge of Unity 3D is required.
Contents:
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Jiggy with the Unity Interface; Why Unity?; Getting your hands on Unity; Projects; Layouts; Views; The Scene view; The Game view; The Hierarchy view; The Project view; Inspector view; Transform tools; Cameras; Summary; Chapter 2: Creating the Game Environment; Game design; Game look; Player objectives; Gameplay; User actions; Artificial Intelligence; End state; Terrain; Creating the terrain; Adding mountains; Adding a river; Textures
Additional environmental featuresNatural bridge; Planting trees; Water; Creating the sky; Summary; Chapter 3: Working with Assets; Assets; Asset packages; Unity Asset Store; Adding assets to your game; Using the Unity Asset Store; Importing a custom asset package; Importing the game characters; Importing the buildings; Using Blender to create assets for your game; Summary; Chapter 4: Animating the Game Characters; Animation basics; Character controllers; First person controller; Creating a third person controller; Animating player characters; Little farmer Colt; Old farmer character
Farm animalsPreviewing animations; Creating animation clips; Summary; Chapter 5: Scripting the Game; C# programming primer; Syntax; Naming conventions; Class, function, and method names; Camel case; Abbreviations; Special characters; Data types; Using MonoDevelop; Scripting with C# in Unity; Start and update functions; Scripting example; Unity scripting assets; Scripting our game; Script planning; Gathering corn; Gathering water; Feeding piglets; Feeding baby chicks; Feeding pigs; Feeding adult chickens; Data requirements; All about the pigs; Chicks and chickens; Corn and water
Initializing our dataSelective scripts; Selective script - global variables; Selective script - evoking the take animation; Selective script - feeding the farm animals; Organizing scripts; Summary; Chapter 6:Adding a Graphical User Interface; An overview of GUI; Functions of a GUI; Feedback; Control; Feedback and Control; Game Layers; Unity 5's UI system; Canvas; Render mode; Creating a GUI; HUD; Creating a HUD; Mini-Maps; Creating a mini-map; Game navigation; Summary; Chapter 7:Polishing and Optimizing the Game; Sight and sound; Unity's sound capabilities; Audio listener; Audio clips
Audio sourceImplementing sound effects; Visual effects; Spotlight orb with halo effect; Casting shadows; Trail rendering; Rendering options; The Profiler window; Rendering optimization; Imposing limits; Baking images; Optimizing scripts; Summary; Chapter 8:What's Next?; Improving our game; Audio; Visual effects; Functionality; Levels; Project management; Unity workflow; Art and animation; Scripts; Other assets; Scaling projects; Development concepts; Cross-platform considerations; Plugins; Attribution; Advanced topics; Particle systems; Inventory control systems; Dialog systems; Summary
Index
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed June 18, 2015).

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