Getting started with Unity 5 :: leverage the power of Unity 5 to create amazing 3D games /
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.
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK :
Packt Publishing,
2015.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | Includes index. |
Beschreibung: | 1 online resource : illustrations |
ISBN: | 9781784395636 1784395633 1784398314 9781784398316 |
Internformat
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245 | 1 | 0 | |a Getting started with Unity 5 : |b leverage the power of Unity 5 to create amazing 3D games / |c Dr. Edward Lavieri. |
246 | 3 | |a Getting started with Unity five | |
246 | 3 | 0 | |a Leverage the power of Unity 5 to create amazing 3D games |
246 | 3 | |a Leverage the power of Unity five to create amazing three-dimensional games | |
264 | 1 | |a Birmingham, UK : |b Packt Publishing, |c 2015. | |
300 | |a 1 online resource : |b illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
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490 | 1 | |a Community experience distilled | |
588 | 0 | |a Online resource; title from cover (Safari, viewed June 17, 2015). | |
500 | |a Includes index. | ||
505 | 0 | |a 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 features -- Natural 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 animals -- Previewing 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. | |
505 | 8 | |a All about the pigs -- Chicks and chickens -- Corn and water -- Initializing our data -- Selective 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 source -- Implementing 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. | |
520 | |a 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. | ||
546 | |a English. | ||
630 | 0 | 0 | |a Unity (Electronic resource) |0 http://id.loc.gov/authorities/names/n2011038776 |
630 | 0 | 7 | |a Unity (Electronic resource) |2 fast |
650 | 0 | |a Video games |x Design. |0 http://id.loc.gov/authorities/subjects/sh2006004108 | |
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
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650 | 6 | |a Jeux vidéo |x Programmation. | |
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776 | 0 | 8 | |i Print version: |a Lavieri, Edward. |t Getting started with unity 5 : leverage the power of unity 5 to create amazing 3D games. |d Birmingham, [England] ; Mumbai, [India] : Packt Publishing, ©2015 |h 164 pages |k Community experience distilled. |z 9781784398316 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn911430922 |
---|---|
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adam_text | |
any_adam_object | |
author | Lavieri, Edward D., Jr |
author_GND | http://id.loc.gov/authorities/names/no2015054006 |
author_facet | Lavieri, Edward D., Jr |
author_role | aut |
author_sort | Lavieri, Edward D., Jr |
author_variant | e d l ed edl |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
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 features -- Natural 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 animals -- Previewing 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 data -- Selective 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 source -- Implementing 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. |
ctrlnum | (OCoLC)911430922 |
dewey-full | 794.81536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81536 |
dewey-search | 794.81536 |
dewey-sort | 3794.81536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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"><subfield code="a">Includes index.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">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 features -- Natural 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 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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.</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">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. 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id | ZDB-4-EBA-ocn911430922 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:26:40Z |
institution | BVB |
isbn | 9781784395636 1784395633 1784398314 9781784398316 |
language | English |
oclc_num | 911430922 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource : illustrations |
psigel | ZDB-4-EBA |
publishDate | 2015 |
publishDateSearch | 2015 |
publishDateSort | 2015 |
publisher | Packt Publishing, |
record_format | marc |
series | Community experience distilled. |
series2 | Community experience distilled |
spelling | Lavieri, Edward D., Jr., author. https://id.oclc.org/worldcat/entity/E39PCjy6BVy4YckKTCbhmF4gDm http://id.loc.gov/authorities/names/no2015054006 Getting started with Unity 5 : leverage the power of Unity 5 to create amazing 3D games / Dr. Edward Lavieri. Getting started with Unity five Leverage the power of Unity 5 to create amazing 3D games Leverage the power of Unity five to create amazing three-dimensional games Birmingham, UK : Packt Publishing, 2015. 1 online resource : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier Community experience distilled Online resource; title from cover (Safari, viewed June 17, 2015). Includes index. 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 features -- Natural 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 animals -- Previewing 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 data -- Selective 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 source -- Implementing 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. 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. English. Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) fast Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Conception. Jeux vidéo Programmation. GAMES Board. bisacsh Computer games Design fast Video games Programming fast Video games Design fast has work: Getting started with unity 5 (Text) https://id.oclc.org/worldcat/entity/E39PCGTvdHKXbWw9PYH9cQd8Fq https://id.oclc.org/worldcat/ontology/hasWork Print version: Lavieri, Edward. Getting started with unity 5 : leverage the power of unity 5 to create amazing 3D games. Birmingham, [England] ; Mumbai, [India] : Packt Publishing, ©2015 164 pages Community experience distilled. 9781784398316 Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1000532 Volltext |
spellingShingle | Lavieri, Edward D., Jr Getting started with Unity 5 : leverage the power of Unity 5 to create amazing 3D games / Community experience distilled. 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 features -- Natural 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 animals -- Previewing 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 data -- Selective 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 source -- Implementing 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. Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) fast Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Conception. Jeux vidéo Programmation. GAMES Board. bisacsh Computer games Design fast Video games Programming fast Video games Design fast |
subject_GND | http://id.loc.gov/authorities/names/n2011038776 http://id.loc.gov/authorities/subjects/sh2006004108 http://id.loc.gov/authorities/subjects/sh95003476 |
title | Getting started with Unity 5 : leverage the power of Unity 5 to create amazing 3D games / |
title_alt | Getting started with Unity five Leverage the power of Unity 5 to create amazing 3D games Leverage the power of Unity five to create amazing three-dimensional games |
title_auth | Getting started with Unity 5 : leverage the power of Unity 5 to create amazing 3D games / |
title_exact_search | Getting started with Unity 5 : leverage the power of Unity 5 to create amazing 3D games / |
title_full | Getting started with Unity 5 : leverage the power of Unity 5 to create amazing 3D games / Dr. Edward Lavieri. |
title_fullStr | Getting started with Unity 5 : leverage the power of Unity 5 to create amazing 3D games / Dr. Edward Lavieri. |
title_full_unstemmed | Getting started with Unity 5 : leverage the power of Unity 5 to create amazing 3D games / Dr. Edward Lavieri. |
title_short | Getting started with Unity 5 : |
title_sort | getting started with unity 5 leverage the power of unity 5 to create amazing 3d games |
title_sub | leverage the power of Unity 5 to create amazing 3D games / |
topic | Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) fast Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Conception. Jeux vidéo Programmation. GAMES Board. bisacsh Computer games Design fast Video games Programming fast Video games Design fast |
topic_facet | Unity (Electronic resource) Video games Design. Video games Programming. Jeux vidéo Conception. Jeux vidéo Programmation. GAMES Board. Computer games Design Video games Programming Video games Design |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1000532 |
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