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3D Game Development with Unity PDF

2020·60.52 MB·English
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Cover Page: i Half Title Page: i Title Page Page: iii Copyright Page Page: iv Table of Contents Page: v Acknowledgments Page: xi Author Page: xiii Introduction and Overview Page: xv Part I Basics of 3D Game Development Page: 1 Chapter 1 Software Tools Page: 3 Your Computers Page: 3 Notes for Mac Users Page: 5 Visual Studio Page: 5 Typographic Conventions Page: 5 Hello World! Page: 6 C# Page: 8 Unity Page: 9 GIMP Page: 10 Blender Page: 14 Audacity Page: 22 Chapter 2 A 3D Game Page: 25 Project Setup in Unity Page: 25 Importing the Toy Car Page: 27 Making the World in Blender Page: 29 Making Textures in GIMP Page: 34 Materials in Unity Page: 36 Improving the Car Page: 47 Gameplay Page: 56 Creating Buildings with the Array Modifier Page: 62 Sound Page: 70 Chapter 3 3D Page: 73 3D Coordinates Page: 73 3D in Blender Page: 75 3D in Unity Page: 80 Camera Views Page: 82 3D Assets Page: 86 Chapter 4 Designing a 3D Remake Page: 89 The 2D Game: DotGame Page: 89 Remaking DotGame Page: 91 Controls Page: 92 The Camera Page: 92 Chapter 5 3D Dottima Character Page: 93 Setting Up the Project Page: 93 Modeling 3D Dottima in Blender Page: 94 Texture Painting Dottima Page: 101 Controlling Dottima in Unity Page: 107 Chapter 6 Blender Modeling and Animation Page: 111 Remaking DotRobot for 3D Page: 111 Texturing DotRobot Page: 112 Importing to Unity, Part 1 Page: 115 Experimental Rig Page: 118 Rigging DotRobot Page: 127 Reanimating DotRobot Page: 133 Importing to Unity, Part 2 Page: 138 Chapter 7 More Art Assets Page: 141 The Unity Asset Store Page: 141 Millions of Meshes on the Web Page: 145 Free Textures Page: 146 3D Models from the 2D Game Page: 146 3D Playfield with Collisions Page: 147 Chapter 8 First Playable Page: 163 Moving the Camera Page: 163 Three Levels Page: 164 3D Spikers Page: 167 3D Arrows for Dottima Page: 170 Arrows in Unity: Dottima Instantiates Arrows Page: 176 Arrows in Unity: Arrow Movement and Direction Page: 180 Arrows in Unity: Collision Detection for Arrows Page: 183 3D Blockade Page: 187 Chapter 9 Game Structure Page: 191 Game State Page: 191 Game Over Page: 195 Chapter 10 More Game Objects and a Large Level Page: 199 DotRobot Page: 199 Bombs Page: 204 A Large Level Page: 213 Chapter 11 Sound and Music Page: 217 Reviewing Sound and Music from the 2D Game Page: 217 Another Sound Effect Page: 220 More Music with MuseScore Page: 222 3D Audio Page: 224 Chapter 12 GUI and Cutscenes Page: 227 The Title Screen Page: 227 Menus Page: 230 Scoring Page: 233 Hiding the Mouse Cursor Page: 233 Ending Cutscene and Timeline Page: 235 Cinemachine Page: 242 Integrating the Ending Cutscene Page: 248 Chapter 13 Testing and Debugging Page: 251 Testing Page: 251 Ancient Debugging Techniques Page: 256 Debugging C# in Unity Page: 259 The Visual Studio Debugger Page: 261 Chapter 14 Input Page: 265 Unity Input Systems Page: 265 Gamepad Support in DotGame3D Page: 267 Chapter 15 Preparing DotGame3D for Release Page: 269 Testing for Release: Build and Run Page: 269 Testing on Different Platforms Page: 270 The Unity Profiler Page: 271 Release and Postmortem Page: 271 Part II A 3D Adventure Page: 275 Chapter 16 FPS, Etc. Page: 277 A Brief History of FPS Games Page: 277 Designing an FPS Adventure Page: 278 Chapter 17 Worldbuilding Page: 281 Using Blender for Terrain Generation Page: 281 Blender Landscape in Unity Page: 288 Using Unity for Terrain Generation Page: 290 Skyboxes Page: 302 Chapter 18 Character Controller Page: 305 Importing a Character from the Asset Store Page: 305 Character Movement Page: 308 Idle, Walk, and Run Animations Page: 312 Gravity Page: 316 Chapter 19 First Playable Page: 321 3D Game Kit Page: 321 Enemies Page: 325 Enemy Movement Page: 329 Medieval Town Page: 335 Navmesh and Enemy AI Page: 336 Creating a Large Level Page: 339 GUI and Scoring Page: 342 Enemy Collisions Page: 343 Chapter 20 A 3D Puzzle Room Page: 347 Puzzle Design Rules Page: 347 Puzzle Room Graphics Page: 347 Building the Puzzle Room Page: 351 Chapter 21 Shaders and Lighting in Unity Page: 355 Introduction Page: 355 Shaders in Unity Page: 355 Direct Lighting Page: 358 Indirect Lighting Page: 362 Raytracing Page: 366 Chapter 22 Physics Page: 371 Unity Physics Overview Page: 371 A Physics Puzzle Page: 374 Cloth Page: 378 Ragdoll Wizard Page: 380 Chapter 23 Sound and Music, Part 2 Page: 385 Sound Packages from the Unity Asset Store Page: 385 Chapter 24 Releasing FPSAdventure? Page: 387 Steam Early Access? Page: 387 Testing and Debugging Page: 387 Build and Run Page: 388 Postmortem Page: 388 Chapter 25 Epilogue Page: 389 Learnings Page: 389 What Next? Page: 389 Project 1: Card Game Page: 389 Project 2: Racing Game Page: 389 Project 3: Platformer Page: 390 Project 4: Roguelike Page: 390 Final Thoughts Page: 390 Appendix I: The C# Coding Standard for this Book Page: 391 Appendix II: Game Development Checklist Page: 393 Before You Start Development Page: 393 During Development Page: 393 Marketing Page: 394 Before Release Page: 394 Index Page: 395

Description:
This book teaches beginners and aspiring game developers how to develop 3D games with Unity. Thousands of commercial games have been built with Unity. This book combines a practical, step-by-step approach with explanations of the underlying theory that are reinforced with hundreds of screenshots and several larger projects. Building on the knowledge developed in 2D Game Development for Unity, this book uses the Blender software for 3D modelling and texturing, GIMP for 2D art, Audacity for sound effects, and MuseScore for music composition and notation. Readers can follow the step-by-step guides and create an introductory racing game, a 3D maze game, and a 3D FPS adventure game as they progress through the chapters. The book contains numerous color illustrations and online access to easily downloadable game assets, code, and project files. Written to be accessible and easy to follow, this book will be a valuable resource to both beginner and aspiring game developers that want to develop 3D games with Unity. Franz Lanzinger is an independent game developer, author, and pianist. He is the owner of Lanzinger Studio located in Sunnyvale, California. His game development career spans almost 40 years starting with the coin-op classic Crystal Castles at Atari in 1983, continuing with Ms. Pacman and Toobin' for the NES, published by Tengen in 1990. Franz has been an indie game developer since 1991. He worked on SNES Rampart, Championship Pool, and NCAA Final Four Basketball, as well as Gubble for the PC, Mac, and PlayStation. This is Franz's third book about game development. He is currently working on a remaster of Gubble. In his spare time, he is the piano accompanist for the Valley Chorale and the Serendipity Choir. Go to franzlanzinger.com for the latest news about Franz as well as resources for his books.  
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