Unity 3D game development by example: beginner's guide
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1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Birmingham [u.a.]
Packt Publ.
2010
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | IX, 364 S. Ill., graph. Darst. |
ISBN: | 1849690545 9781849690546 |
Internformat
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Datensatz im Suchindex
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adam_text | Titel: Unity 3D game development by example
Autor: Creighton, Ryan Henson
Jahr: 2010
Table of Contents
Preface
Chapter 1: That s One Fang/ Hammer!____________________________________Z
Introducing Unity 3D 7
Unity takes over the world 8
Browser-based 3D? Welcome to the future 8
Time for action - install the Unity Web Player 8
Welcome to Unity 3D! 9
What can I build with Unity? 9
FusionFall 10
Completely hammered 10
Should we try to build FusionFall? 11
Another option 11
Off-Road Velociraptor Safari 12
Fewer features, more promise 13
Maybe we should build Off-Road Velociraptor Safari? 13
I bent my Wooglie 13
Big Fun Racing 14
Dice works 14
Walk before you can run (or double jump) 15
There s no such thing as finished 16
Stop! Hammer time 16
Explore Demo island 17
The wonders of technology! 18
The Scene window 19
The Game window 20
The Hierarchy 20
The Project panel 21
The Inspector 22
Invade Island Demo as a paratrooper 24
Table of Contents
Layers and layout dropdowns 26
Playback controls 26
Scene controls 26
Don t stop there—live a little! 27
Summary 28
Big ambition, tiny games 28
Chapter 2: Let s Start with the Sky_______________________________________29
That little lightbulb 30
The siren song of 3D 30
Features versus content 31
A game with no features 32
Mechanic versus skin 32
Trapped in your own skin 33
That singular piece of joy 34
One percent inspiration 34
Motherload 34
Heads up! 36
Artillery Live! 37
Pong 41
The mechanic that launched a thousand games 43
Toy or story 45
Redefining the sky 46
Summary 47
Let s begin 47
Chapter 3: Game #1: Ticker Taker________________________________________49
Kick up a new Unity project 49
Where did everything go? 51
¦Tis volley 51
Keep the dream alive 52
Slash and burn! 52
The many faces of keep-up 53
Creating the ball and the hitter 53
Time for action - create the ball 53
A ball by any other name 54
Time for action - rename the ball 55
Origin story 55
XYZ/RGB 56
Time for action - move the ball into the sky 57
Time for action-shrink the ball 58
Time for action - save your Scene 59
-------------------------------------------------------- Ml ---------------------------------------------------------
Table of Contents
Time for action - add the Paddle 60
What s a Mesh? 62
Poly wanna crack your game performance? 64
Keeping yourself in the dark 65
Time for action - add a light 65
Time for action - move and rotate the light 66
Extra credit 69
Are you a luminary? 69
Who turned out the lights? 69
Darkness reigns 69
Time for action - test your game 70
Let s get physical 70
Time for action - add physics to your game 70
Understanding the gravity of the situation 71
More bounce to the ounce 72
Time for action-make the ball bouncy 72
Summary 74
Following the script 75
Chapter 4: Code Comfort_______________________________________________77
What is code? 77
Time for action - write your first Unity Script 77
A leap of faith 79
Lick it and stick it 80
Disappear Me! 80
It s all Greek to me 80
You ll never go hungry again 81
With great sandwich comes great responsibility 82
Examining the code 82
Time for action - find the Mesh Renderer component 83
Time for action - make the ball reappear 84
Ding! 84
Time for action - journey to the Unity Script Reference 85
The Renderer class 86
What s another word for huh ? 89
It s been fun 90
Time for action - unstick the Script 90
Gone, but not forgotten 91
Why code? 91
Equip your baby bird 92
Time for action - create a new MouseFollow Script 92
-----------------------------------------------------------------------Hill------------------------------------------------------------------------
Table of Contents
A capital idea 94
Animating with code 95
Time for action - animate the Paddle 95
Pick a word—(almost) any word 97
Screen Coordinates versus World Coordinates 98
Move the Paddle 98
Worst. Game. Ever. 99
See the matrix 99
Time for action - animate the Paddle 99
A tiny bit o math 100
Tracking the numbers 100
Futzing with the numbers 101
Time for action - log the new number 101
She s A-Work! 102
Somebody get me a bucket 102
Time for action - declare a variable to store the screen midpoint 103
Using all three dees 105
Time for action - follow the Y position of the mouse 106
A keep-up game for robots 106
Once more into the breach 107
Time for action - revisit the Unity Language Reference 107
Our work here is done 108
Time for action - add the sample code to your Script 108
One final tweak 110
What s a quaternion? 110
Wait, what s a quaternion? 110
WHAT THE HECK IS A QUATERNION?? 110
Educated guesses 111
More on Slerp 112
Right on target 112
Keep it up 114
Beyond the game mechanic 115
Chapter 5: Game #2: Robot Repair 117
You ll totally flip 118
A blank slate 119
You re making a scene 120
Time for action - set up two Scenes 120
No right answer 121
Time for action - prepare the GUI 121
The beat of your own drum ---------------------------------.-----------------------ihii 123
Table of Contents
Time for action - create and link a custom GUI skin 123
Time for action - create a button Ul control 124
Want font? 128
Cover your assets 129
Time for action - nix the mipmapping 130
Front and center 132
Time for action - center the button 132
To the game! 134
Time for action - add both scenes to the build list 135
Set the stage for robots 136
Time for action - prepare the game Scene 136
The game plan 137
Have some class! 138
Time for action - store the essentials 139
Start me up 140
Going loopy 141
The anatomy of a loop 142
To nest is best 142
Seeing is believing 144
Time for action - create an area to store the grid 145
Build that grid 145
Now you re playing with power! 148
Chapter 6: Game #2: Robot Repair Part 2________________________________149
From zero to game in one chapter 150
Finding your center 151
Time for action - center the game grid vertically 151
Time for action - center the game grid horizontally 154
Down to the nitty griddy 156
Do the random card shuffle 156
Time for action - prepare to build the deck 156
Let s break some robots 157
Time for action - build the deck 157
Time for action - modify the img argument 161
What exactly is this ? 163
Random reigns supreme 164
Second dragon down 165
Time to totally flip 165
Time for action - make the cards two-sided 165
Time for action - build the card-flipping function 167
Time for action - build the card-flipping function 169
-------------------------------------------------------- Ivi --------------------------------------------------------
Table of Contents
Pumpkin eater 171
Stabby McDragonpoker rides again 172
Game and match 172
Time for action - ID the cards 172
Time for action - compare the IDs 173
On to the final boss 176
Endgame 176
Time for action - check for victory 176
Endgame 179
Bring. It. On. 180
Chapter 7: Don t Be a Clock Blocker_______________________________________181
Apply pressure 181
Time for action - prepare the clock script 182
Time for more action - prepare the clock text 182
Still time for action - change the clock text color 184
Time for action rides again - create a font texture and material 184
Time for action - what s with the tiny font? 187
Time for action - prepare the clock code 188
Time for action - create the countdown logic 189
Time for action - display the time on-screen 191
Picture it 193
Time for action - grab the picture clock graphics 193
Time for action - flex those GUI muscles 195
The incredible shrinking clock 198
Keep your fork—there s pie! 198
How they did it 199
Time for action - rig up the textures 201
Time for action - write the pie chart Script 202
Time for action - commence operation pie clock 204
Time for action - positioning and scaling the clock 206
Unfinished business 208
Chapter 8: Ticker Taker__________________________________________________209_
Welcome to Snoozeville 209
Model behavior 210
Time for action - explore the models 210
Time for action - hands up! 213
Time for action - change the FBX import scale settings 214
Time for action - make the Mesh Colliders convex 215
Time for action - make the Hands and Tray follow the Mouse 217
Time for action - get your heart on 217
Table of Contents
Time for action - ditch the Ball and Paddle 220
Time for action - material witness 220
This Just In: This Game Blows 225
Time for action - multiple erections 225
Time for action - create a font texture 227
Time for action - create the HeartBounce Script 228
Time for action - tag the tray 229
Time for action - tweak the bounce 232
Time for action - keeping track of the bounces 233
Time for action - add the lose condition 234
Time for action - add the Play Again button 236
Ticker Taken 238
Chapter 9: Game #3: The Break-Up_____________________________________239
Time for action - bombs away! 241
Time for action - poke those particles 244
Time for action - create a Spark Material 246
Time for action - prefabulous 249
Time for action - lights, camera, apartment 252
Time for action - add the character 254
Time for action - register the animations 255
Time for action - script the character 256
Time for action - open the Pod Bay Door, Hal 259
Time for action - collision-enable the Character 260
Time for action - re-Prefab the Prefab 261
Time for action - apocalypse now? 261
Time for action - go boom 263
Time for action - the point of impact 266
Time for action - hook up the explosion 267
Summary 268
Chapter 10: Game #3: The Break-Up Part 2______________________________269
Time for action - amass some glass 269
Time for action - create a Particle System 270
Time for action - make it edgier! 273
Time for action - contain the explosion 274
Time for action - let s get lazy 276
Very variable? 278
Terminal velocity is a myth—bombs fall faster 278
Time for action - tag the objects 279
Time for action - write the collision detection code 281
Time for action — animation interrupts 282
--------------------------------------------------------[vii]--------------------------------------------------------
Table of Contents
Time for action - add facial explosions 283
Time for action - make some noise 284
Time for action - add sounds to the FallingObjectScript 285
What s the catch? 287
Time for action-mix it up a bit 288
Summary 292
Chapter 11: Game #4; Shoot the Moon__________________________________293
Time for action - duplicate your game project 294
Time for action - space this sucker up a bit 295
Time for action-enter the hero 300
Time for action - it s a hit! 301
Time for action - bring on the bad guys 303
Time for action - do some housekeeping 305
Time for action-fixing the fall 305
Time for action - tweak the hero 307
Time for action - give up the fune 310
Time for action - itchy trigger finger 312
Time for action - futurize the bullet 313
Time for action - building Halo 314
Time for action - fire! 317
Time for action - Code Do-Si-Do 319
Time for action - the maaagic of aaaarguments 320
Time for action - add the most important part of any space 321
shooter 321
Last year s model 323
Summary 324
More hospitality 324
Chapter 12: Action!___________________________________________________325
Open heart surgery 325
Time for action - haul in the hallway 326
Time for action - meet me at camera two 327
Time for action - adjust the Main Camera 328
Time for action - deck the halls 329
Time for action - turn on the lights 330
Time for action - set up the camera rig 337
Time for action-animate the bouncer 338
Time for action -1 like to move it move it 340
Time for action - animate the runner 343
Time for action - how to handle Nurse Slipperfoot 345
Time for action - you spin me right round 347
Table of Contents
Time for action-deploy your game 349
Time to grow 351
Beyond the book 351
Appendix: References________________________________________________353
Online resources 353
Offline resources 355
Free development tools 355
Graphics 355
Sound 355
Content sites 356
Game Portals 356
Index_______________________________________________________________357
[HI
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author | Creighton, Ryan Henson |
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spellingShingle | Creighton, Ryan Henson Unity 3D game development by example beginner's guide Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4076370-5 |
title | Unity 3D game development by example beginner's guide |
title_auth | Unity 3D game development by example beginner's guide |
title_exact_search | Unity 3D game development by example beginner's guide |
title_full | Unity 3D game development by example beginner's guide Ryan Henson Creighton |
title_fullStr | Unity 3D game development by example beginner's guide Ryan Henson Creighton |
title_full_unstemmed | Unity 3D game development by example beginner's guide Ryan Henson Creighton |
title_short | Unity 3D game development by example |
title_sort | unity 3d game development by example beginner s guide |
title_sub | beginner's guide |
topic | Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd |
topic_facet | Computerspiel Programmierung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=022498491&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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