Unity 3.x Game Development by Example Beginner's Guide.
by
 
Creighton, Ryan Henson.

Title
Unity 3.x Game Development by Example Beginner's Guide.

Author
Creighton, Ryan Henson.

ISBN
9781849691857

Personal Author
Creighton, Ryan Henson.

Edition
1st ed.

Physical Description
1 online resource (543 pages)

Contents
Unity 3.x Game Development by Example -- Table of Contents -- Unity 3.x Game Development by Example -- Credits -- About the Author -- About the Reviewer -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Time for action - heading -- What just happened? -- Pop quiz - heading -- Have a go hero - heading -- Reader feedback -- Customer support -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. That's One Fancy Hammer! -- Introducing Unity 3D -- Unity takes over the world -- Browser-based 3D? Welcome to the future -- Time for action - Install the Unity Web Player -- Welcome to Unity 3D! -- What can I build with Unity? -- FusionFall -- Completely hammered -- Should we try to build FusionFall? -- Another option -- Off-Road Velociraptor Safari -- Fewer features, more promise -- Maybe we should build Off-Road Velociraptor Safari? -- I bent my Wooglie -- Big Fun Racing -- Diceworks -- Walk before you can run (or double jump) -- There's no such thing as "finished" -- Stop! Hammer time -- Explore Bootcamp -- The wonders of technology! -- The Scene window -- The Game window -- The Hierarchy -- The Project panel -- The Inspector -- Heads up? -- Layers and layout dropdowns -- Playback controls -- Scene controls -- Don't stop there-live a little! -- Summary -- Big ambition, tiny games -- 2. Let's Start with the Sky -- That little lightbulb -- The siren song of 3D -- Features versus content -- A game with no features -- Mechanic versus skin -- Trapped in your own skin -- That singular piece of joy -- One percent inspiration -- Motherload -- Heads up! -- Artillery Live! -- Pong -- The mechanic that launched a thousand games.
 
Have a go hero - Redesign your favorite games -- Toy or story -- Pop Quiz - Finding that singular piece of joy -- Redefining the sky -- Summary -- Let's begin -- 3. Game 1: Ticker Taker -- Kick up a new Unity project -- Where did everything go? -- 'Tis volley -- Keep the dream alive -- Slash and burn! -- The many faces of keep-up -- Creating the ball and the hitter -- Time for action - Creating the ball -- What just happened - that's all there is to it? -- A ball by any other name -- Time for action - Renaming the ball -- Origin story -- XYZ/RGB -- Time for action - Moving the ball Into the "sky" -- Time for action - Shrinking the ball -- Time for action - Saving your scene -- Time for action - Adding the paddle -- What is a mesh? -- Poly wanna crack your game performance? -- Keeping yourself in the dark -- Time for action - Adding a light -- Time for action - Moving and rotating the light -- Have a go hero - Let there be (additional) light -- Extra credit -- Are you a luminary? -- Who turned out the lights? -- Darkness reigns -- Time for action - Camera mania -- Time for action - Test your game -- Let's get physical -- Time for action - Adding physics to your game -- Understanding the gravity of the situation -- More bounce to the ounce -- Time for action - Make the ball bouncy -- Have a go hero - DIY physic materials -- Summary -- Following the script -- 4. Code Comfort -- What is code? -- Time for action - Writing your first Unity script -- A leap of faith -- Lick it and stick it -- Disappear Me! -- What just happened? -- It's all Greek to me -- You'll never go hungry again -- With great sandwich comes great responsibility -- Examining the code -- Time for action - Find the Mesh Renderer component -- Time for action - Make the ball re-appear -- Ding! -- Time for action - Journey to the Unity Script Reference -- The Renderer class.
 
Have a go hero - Pulling the wings off of flies -- What's another word for "huh"? -- It's been fun -- Time for action - Unstick the script -- Gone, but not forgotten -- Why code? -- Equip your baby bird -- Time for action - Creating a new MouseFollow script -- What just happened? -- A capital idea -- Animating with code -- Time for action - Animating the paddle -- What just happened - what witchcraft is this? -- What just happened - why didn't the paddle animate before? -- Pick a word-(almost) any word -- Screen coordinates versus world coordinates -- Move the paddle -- Worst. Game. Ever. -- See the matrix -- Time for action - Listening to the paddle -- A tiny bit o' math -- Tracking the numbers -- Futzing with the numbers -- Time for action - Logging the new number -- She's A-Work! -- Somebody get me a bucket -- Time for action - Declaring a variable to store the screen midpoint -- What just happened - we've gone too Var -- Using all three dees -- Time for action - Following the Y position of the mouse -- A keep-up game for robots -- Once more into the breach -- Time for action - Re-visiting the Unity Language Reference -- Our work here is done -- Time for action - Adding the sample code to your script -- One final tweak -- What's a quaternion? -- Wait, what's a quaternion? -- WHAT THE HECK IS A QUATERNION?? -- Educated guesses -- More on Slerp -- Right on target -- Have a go hero - Time to break stuff -- Keep it up -- Beyond the game mechanic -- 5. Game #2: Robot Repair -- You'll totally flip -- A blank slate -- You're making a scene -- Time for action - Setting up two scenes -- No right answer -- Time for action - Preparing the GUI -- The beat of your own drum -- Time for action - Creating and linking a custom GUI skin -- What just happened? -- Time for action - Creating a button UI control -- What just happened?.
 
Have a go hero - No sense sitting around on your button -- Want font? -- Cover your assets -- Time for action - Nix the mip-mapping -- Front and center -- Time for action - Centering the button -- What just happened - investigating the code -- To the game! -- Time for action - Adding both scenes to the Build List -- Set the stage for robots -- Time for action - Preparing the game scene -- The game plan -- Have some class! -- Time for action - Storing the essentials -- Start me up -- Going loopy -- The anatomy of a loop -- To nest is best -- Seeing is believing -- Time for action - Creating an area to store the grid -- Have a go hero - Don't take my word for it! -- Build that grid -- What just happened - grokking the code -- Now you're playing with power! -- 6. Game #2: Robot Repair Part 2 -- From zero to game in one chapter -- Finding your center -- Time for action - Centering the game grid vertically -- What just happened? -- Time for action - Centering the game grid horizontally -- What just happened - coding like a ninja -- Down to the nitty griddy -- Do the random card shuffle -- Time for action - Preparing to build the deck -- Let's break some robots -- Time for action - Building the deck -- What just happened - dissecting the bits -- Time for action - Modifying the img argument -- What just happened? -- What exactly is "this"? -- Have a go hero - Grokketh-thou Random.Range()? -- Random reigns supreme -- Second dragon down -- Time to totally flip -- Time for action - Making the cards two-sided -- Time for action - Building the card-flipping function -- Time for action - Building the card-flipping function -- What just happened - dissecting the flip -- Pumpkin eater -- What just happened? -- Stabby McDragonpoker rides again -- Game and match -- Time for action - ID the cards -- What just happened? -- Time for action - Comparing the IDs.
 
What just happened? -- On to the final boss -- Endgame -- Time for action - Checking for victory -- What just happened? -- Have a go hero - Extra credit -- Endgame -- Bring. It. On. -- 7. Don't Be a Clock Blocker -- Apply pressure -- Time for action - Preparing the clock script -- Time for more action - Preparing the clock text -- Still time for action - Changing the clock text color -- Time for action rides again - Creating a font texture and material -- Time for action - What's with the tiny font? -- What just happened - was that seriously magic? -- Time for action - Preparing the clock code -- What just happened - that's a whole lotta nothing -- Time for action - Creating the countdown logic -- Time for action - Displaying the time onscreen -- What just happened - what about that terrifying code? -- Picture it -- Time for action - Grabbing the picture clock graphics -- What just happened - you can do that? -- Time for action - Flexing those GUI muscles -- What just happened - how does it work? -- The incredible shrinking clock -- Keep your fork-there's pie! -- Pop quiz - How do we build it? -- How they did it -- Time for action - Rigging up the textures -- Time for action - Writing the pie chart script -- What just happened? -- Time for action - Commencing operation pie clock -- What just happened - explaining away the loose ends -- Time for action - Positioning and scaling the clock -- Have a go hero - Rock out with your clock out -- Unfinished business -- 8. Ticker Taker -- Welcome to Snoozeville -- Model behavior -- Time for action - Exploring the models -- Time for action - Hands up! -- What just happened - size matters -- Time for action - Changing the FBX import scale settings -- Time for action - Making the mesh colliders convex -- Time for action - Making the hands and tray follow the mouse -- What just happened - monkey see, monkey do.
 
Time for action - Get your heart on.

Abstract
A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 3.x.

Local Note
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

Subject Term
Computer games -- Design.
 
Computer games -- Programming.
 
Computer graphics.
 
Three-dimensional display systems.

Genre
Electronic books.

Added Author
Creighton, R.H.

Electronic Access
Click to View


LibraryMaterial TypeItem BarcodeShelf NumberStatus
IYTE LibraryE-Book1245691-1001QA76.76 .C672 -- C745 2011 EBEbrary E-Books