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Unity 3.x Game Development by Example Beginner's Guide.
Title:
Unity 3.x Game Development by Example Beginner's Guide.
Author:
Creighton, Ryan Henson.
ISBN:
9781849691857
Personal Author:
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.
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