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Unity 3D Game Development by Example Beginner's Guide.
Title:
Unity 3D Game Development by Example Beginner's Guide.
Author:
Creighton, Ryan Henson.
ISBN:
9781849690553
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (458 pages)
Contents:
Unity 3D Game Development by Example -- Table of Contents -- Unity 3D Game Development by Example -- Credits -- About the Author -- About the Reviewers -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Time for action - heading -- What just happened? -- Have a go hero - heading -- Reader feedback -- Customer support -- 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 Demo island -- The wonders of technology! -- The Scene window -- The Game window -- The Hierarchy -- The Project panel -- The Inspector -- Invade Island Demo as a paratrooper -- 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 - create the ball -- What just happened that's all there is to it? -- A ball by any other name -- Time for action - rename the ball -- Origin story -- XYZ/RGB -- Time for action - move the ball into the "sky" -- Time for action - shrink the ball -- Time for action - save your Scene -- Time for action - add the Paddle -- What's a Mesh? -- Poly wanna crack your game performance? -- Keeping yourself in the dark -- Time for action - add a light -- Time for action - move and rotate 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 - test your game -- Let's get physical -- Time for action - add 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 - write 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 reappear -- Ding! -- Time for action - journey to the Unity Script Reference -- The Renderer class -- Have a go hero - pulling the wings off 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 - create a new MouseFollow Script.

What just happened? -- A capital idea -- Animating with code -- Time for action - animate the Paddle -- What just happened - what witchcraft is this? -- 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 - animate the Paddle -- A tiny bit o' math -- Tracking the numbers -- Futzing with the numbers -- Time for action - log the new number -- She's A-Work! -- Somebody get me a bucket -- Time for action - declare a variable to store the screen midpoint -- What just happened we've Gone too Var -- Using all three dees -- Time for action - follow the Y position of the mouse -- A keep-up game for robots -- Once more into the breach -- Time for action - revisit the Unity Language Reference -- Our work here is done -- Time for action - add 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 - set up two Scenes -- No right answer -- Time for action - prepare the GUI -- The beat of your own drum -- Time for action - create and link a custom GUI skin -- What just happened? -- Time for action - create 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 mipmapping -- Front and center -- Time for action - center the button -- What just happened investigating the code -- To the game! -- Time for action - add both scenes to the build list -- Set the stage for robots.

Time for action - prepare the game Scene -- The game plan -- Have some class! -- Time for action - store the essentials -- Start me up -- Going loopy -- The anatomy of a loop -- To nest is best -- Seeing is believing -- Time for action - create 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 - center the game grid vertically -- What just happened? -- Time for action - center the game grid horizontally -- What just happened coding like a ninja -- Down to the nitty griddy -- Do the random card shuffle -- Time for action - prepare to build the deck -- Let's break some robots -- Time for action - build the deck -- What just happened dissecting the bits -- Time for action - modify 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 - make the cards two-sided -- Time for action - build the card-flipping function -- Time for action - build 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 - compare the IDs -- What just happened? -- On to the final boss -- Endgame -- Time for action - check 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 - prepare the clock script -- Time for more action prepare the clock text -- Still time for action change the clock text color.

Time for action - rides again create a font texture and material -- Time for action - what's with the tiny font? -- What just happened - was that seriously magic? -- Time for action - prepare the clock code -- What just happened that's a whole lotta nothing -- Time for action - create the countdown logic -- Time for action - display the time on-screen -- What just happened what about that terrifying code? -- Picture it -- Time for action - grab the picture clock graphics -- What just happened you can do that? -- Time for action - flex 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 - rig up the textures -- Time for action - write the pie chart Script -- What just happened? -- Time for action - commence 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 - explore the models -- Time for action - hands up! -- What just happened size matters -- Time for action - change the FBX import scale settings -- Time for action - make the Mesh Colliders convex -- Time for action - make the Hands and Tray follow the Mouse -- What just happened monkey see, monkey do -- Time for action - get your heart on -- Time for action - ditch the Ball and Paddle -- What just happened bypass the aorta -- Time for action - material witness -- What just happened understanding Materials -- Have a go hero - add Materials to the other models -- This Just In: This Game Blows -- Time for action - multiple erections -- Time for action - create a font texture -- Time for action - create the HeartBounce Script.

What just happened charting a collision course.
Abstract:
A seat-of-your-pants manual for building fun, groovy little games quickly.
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.
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