About This E-Book EPUB is an open, industry-standard format for e-books. However, support for EPUB and its many features varies across reading devices and applications. Use your device or app settings to customize the presentation to your liking. Settings that you can customize often include font, font size, single or double column, landscape or portrait mode, and figures that you can click or tap to enlarge. For additional information about the settings and features on your reading device or app, visit the device manufacturer’s Web site. Many titles include programming code or configuration examples. To optimize the presentation of these elements, view the e-book in single-column, landscape mode and adjust the font size to the smallest setting. In addition to presenting code and configurations in the reflowable text format, we have included images of the code that mimic the presentation found in the print book; therefore, where the reflowable format may compromise the presentation of the code listing, you will see a “Click here to view code image” link. Click the link to view the print- fidelity code image. To return to the previous page viewed, click the Back button on your device or app. Mike Geig SamsTeachYourself ® Unity 2018 Game Development 800 East 96th Street, Indianapolis, Indiana 46240 USA Contents at a Glance Hour 1 Introduction to Unity 2 Game Objects 3 Models, Materials, and Textures 4 Terrain and Environments 5 Lights and Cameras 6 Game 1: Amazing Racer 7 Scripting, Part 1 8 Scripting, Part 2 9 Collision 10 Game 2: Chaos Ball 11 Prefabs 12 2D Game Tools 13 2D Tilemap 14 User Interfaces 15 Game 3: Captain Blaster 16 Particle Systems 17 Animations 18 Animators 19 Timeline 20 Game 4: Gauntlet Runner 21 Audio 22 Mobile Development 23 Polish and Deploy 24 Wrap-up Index Table of Contents HOUR 1: Introduction to Unity Installing Unity Getting to Know the Unity Editor Navigating the Unity Scene View Summary QA Workshop Exercise HOUR 2: Game Objects Dimensions and Coordinate Systems Game Objects Transforms Summary QA Workshop Exercise HOUR 3: Models, Materials, and Textures The Basics of Models Textures, Shaders, and Materials Summary QA Workshop Exercise HOUR 4: Terrain and Environments Terrain Generation Terrain Textures Generating Trees and Grass Character Controllers Summary QA Workshop Exercise HOUR 5: Lights and Cameras Lights Cameras Layers Summary QA Workshop Exercise HOUR 6: Game 1: Amazing Racer Design Creating the Game World Gamification Playtesting Summary QA Workshop Exercise HOUR 7: Scripting, Part 1 Scripts Variables Operators Conditionals Iteration Summary QA Workshop Exercise HOUR 8: Scripting, Part 2 Methods Input Accessing Local Components Accessing Other Objects Summary QA Workshop Exercise HOUR 9: Collision Rigidbodies Enabling Collision Triggers Raycasting Summary QA Workshop Exercise HOUR 10: Game 2: Chaos Ball Design The Arena Game Entities The Control Objects Improving the Game Summary QA Workshop Exercise HOUR 11: Prefabs Prefab Basics Working with Prefabs Summary Q&A Workshop Exercise HOUR 12: 2D Game Tools The Basics of 2D Games Orthographic Cameras Adding Sprites Draw Order 2D Physics Summary Q&A Workshop Exercise HOUR 13: 2D Tilemap The Basics of Tilemaps Palettes Tiles Tilemaps and Physics Summary Q&A Workshop Exercise HOUR 14: User Interfaces Basic UI Principles The Canvas UI Elements Canvas Render Modes Summary Q&A Workshop Exercise HOUR 15: Game 3: Captain Blaster Design The World Controls Improvements Summary Q&A Workshop Exercise HOUR 16: Particle Systems Particle Systems Particle System Modules The Curves Editor Summary Q&A Workshop Exercise HOUR 17: Animations Animation Basics Animation Types Animation Tools Summary Q&A Workshop Exercise HOUR 18: Animators
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