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Beginning 3D Game Development with Unity 4: All-in-one, multi-platform game development PDF

1266 Pages·2013·38.62 MB·English
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Beginning 3D Game Development with Unity 4: All-in-One, Multi-Platform Game Development Sue Blackman Beginning 3D Game Development with Unity 4: All-in-One, Multi-Platform Game Development Copyright © 2013 by Sue Blackman All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher. LucasArts and the LucasArts logo are registered trademarks of Lucasfilm Ltd. © 1992-1998 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. & ® TM, as indicated. All rights reserved. ISBN-13 (pbk): 978-1-43024899-6 ISBN-13 (electronic): 978-1-4302-4900-9 Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image, we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. President and Publisher: Paul Manning Lead Editor: Michelle Lowman Development Editor: Douglas Pundick Technical Reviewer: Robert Reed Editorial Board: Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell, Jonathan Gennick, Jonathan Hassell, Michelle Lowman, James Markham, Matthew Moodie, Jeff Olson, Jeffrey Pepper, Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Tom Welsh Coordinating Editor: Christine Ricketts Copy Editor: Michael G. Laraque Compositor: SPi Global Indexer: SPi Global Artist: SPi Global Cover Designer: Anna Ishchenko Distributed to the book trade worldwide by Springer Science+Business Media, LLC, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail [email protected], or visit www.springeronline.com. For information on translations, please e-mail [email protected], or visit www.apress.com. Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk Sales–eBook Licensing web page at www.apress.com/bulk-sales. The information in this book is distributed on an “as is” basis, without warranty. Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work. The source code for this book is available to readers at www.apress.com. You will be required to answer questions pertaining to this book in order to successfully download the code. For Phillip, who kept reminding me about how long I had been talking about writing this book. Contents at a Glance About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1: Introduction to Game Development Chapter 2: Unity UI Basics.Getting Started Chapter 3: Scripting: Getting Your Feet Wet Chapter 4: Terrain Generation: Creating a Test Environment Chapter 5: Navigation and Functionality Chapter 6: Cursor Control Chapter 7: Imported Assets Chapter 8: Action Objects Chapter 9: Managing State Chapter 10: Exploring Transitions Chapter 11: Physics and Special Effects Chapter 12: Message Text Chapter 13: Inventory Logic Chapter 14: Managing the Inventory Chapter 15: Dialogue Trees Chapter 16: Mecanim and Characters Chapter 17: Game Environment Chapter 18: Setting Up the Game Chapter 19: Menus and Levels Index Contents About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1: Introduction to Game Development The Adventure Genre Text Adventure Games Graphical Adventure Fast Forward to Real Time Designing Your Game Defining a Style Compartmentalizing Environments First-Person or Third? Animation Content Managing Your Project Multiple Roles Choosing the Game Engine The Requirements Tips for Completing Your First Game New to Real Time vs. Pre-render Terms and Concepts Summary Chapter 2: Unity UI Basics—Getting Started Installing Unity and Starting Up Loading or Creating a New Project or Scene The Layout Scene View Game Window Hierarchy View Project View Inspector Toolbar Menus File Edit Assets GameObject Component Window Help Creating Simple Objects Selecting and Focusing Transforming Objects Snaps Vertex Snaps Scene Gizmo Non-Snap Alignment Lights 3D Objects Meshes Sub-Objects of a Mesh Mapping Materials Summary Chapter 3: Scripting: Getting Your Feet Wet What Is a Script? Components of a Script Functions Variables Picking an Object in the Game Conditionals and State Deconstructing the Conditional Order of Evaluation Summary Chapter 4: Terrain Generation: Creating a Test Environment Creating Environments Creating a Terrain Object Flythrough Scene Navigation The Terrain Engine Topology Painting Textures Trees Terrain Extras Creating Your Own Terrain Assets Terrain Settings Shadows Fog Summary Chapter 5: Navigation and Functionality Navigation Arrow Navigation and Input Fun with Platforms Collision Walls Your First Build Summary Chapter 6: Cursor Control Cursor Visibility Custom Cursors GUI Texture Cursor Texture Importer Color Cues Cursor Position Hardware Cursor UnityGUI Cursor Object-to-Object Communication Mouseover Cursor Changes Distance Check Quick Publish Object Reaction to Mouseover Summary Chapter 7: Imported Assets 3D Art Assets Importing the Art Assets Import Settings Import Settings: Model Import Settings: Rig Parenting Import Settings: Animations Setting Up Materials The Keys The Chest The Flower Shadows Static Objects and Shadows

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