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Unity Game Development in 24 Hours, Sams Teach Yourself - Ben Tristem, Mike Geig

Unity Game Development in 24 Hours, Sams Teach Yourself

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Buch | Softcover
432 Seiten
2015 | 2nd edition
Sams Publishing (Verlag)
978-0-672-33751-2 (ISBN)
CHF 59,80 inkl. MwSt
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Students at a beginner level will learn how to get started developing games with Unity, revised for the latest version 5.0. The approach is hands-on and modular. Each chapter covers an essential component of the game development process, illustrated with sample projects.
In just 24 lessons of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 5 game engine at the heart of Hearthstone: Heroes of Warcraft, Kerbal Space Program, and many other sizzling-hot games!

 

This book’s straightforward, step-by-step approach teaches you everything from the absolute basics through sophisticated game physics, animation, and mobile device deployment techniques. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success.



Step-by-step instructions carefully walk you through the most common Unity game development tasks.
Practical, hands-on examples show you how to apply what you learn.
Quizzes and exercises help you test your knowledge and stretch your skills.
Notes and tips point out shortcuts and solutions.

Learn how to…



Get up and running fast with the Unity 5 game engine and editor
Work efficiently with Unity’s graphical asset pipeline
Make the most of lights and cameras
Sculpt stunning worlds with Unity’s terrain and environmental tools
Script tasks ranging from capturing input to building complex behaviors
Quickly create repeatable, reusable game objects with prefabs
Implement easy, intuitive game user interfaces
Control players through built-in and custom character controllers
Build realistic physical and trigger collisions
Leverage the full power of Unity’s Mecanim animation system
Integrate complex audio into your games
Use mobile device accelerometers and multi-touch displays
Modify desktop games for mobile platforms
Apply the “finishing touches” and deploy your games

 

Ben Tristem is an internet entrepreneur, focusing on teaching technical subjects to beginners. Ben has been passionate about using computers since the days of the ZX81, and is now a world-class technology trainer. At the time of writing, Ben has over 60,000 students and more than 1,200 5-star reviews on his online courses. In previous lives, Ben has been an RAF pilot, financial trader, stunt man, helicopter pilot, franchise creator, and more. Now that he has two kids, Toby and Lucy, he has settled down to focus on what he loves—teaching.   Mike Geig is both an experienced teacher and game developer, with a foot firmly in both camps. Mike is a Trainer for Unity Technologies where he develops and delivers recorded, live, and onsite learning content. He enjoys loitering and accordions. His Pearson video series, Game Development Essentials with Unity 4 LiveLessons, is a key title on Unity and rumor has it that people really enjoyed the first edition of Sams Teach Yourself Unity Game Development in 24 Hours. Mike was once set on fire and has over a million “likes” on Facebook.  

Preface xiii



HOUR 1: Introduction to Unity 1

Installing Unity 1

Getting to Know the Unity Editor 4

Navigating the Unity Scene View 17

Summary 19

Q&A 19

Workshop 19

Exercise 20

HOUR 2: Game Objects 21

Dimensions and Coordinate Systems 21

Game Objects 25

Transforms 26

Summary 33

Q&A 33

Workshop 33

Exercise 34

HOUR 3: Models, Materials, and Textures 35

The Basics of Models 35

Textures, Shaders, and Materials 41

Summary 46

Q&A 46

Workshop 47

Exercise 47

HOUR 4: Terrain 49

Terrain Generation 49

Terrain Textures 57

Summary 61

Q&A 61

Workshop 61

Exercise 62

HOUR 5: Environments 63

Generating Trees and Grass 63

Environment Effects 71

Character Controllers 75

Summary 78

Q&A 78

Workshop 79

Exercise 79

HOUR 6: Lights and Cameras 81

Lights 81

Cameras 91

Layers 95

Summary 100

Q&A 100

Workshop 100

Exercise 101

HOUR 7: Game 1: Amazing Racer 103

Design 103

Creating the Game World 106

Gamification 108

Playtesting 114

Summary 116

Q&A 116

Workshop 116

Exercise 117

HOUR 8: Scripting—Part 1 119

Scripts 120

Variables 128

Operators 130

Conditionals 133

Iteration 136

Summary 137

Q&A 137

Workshop 138

Exercise 138

HOUR 9: Scripting—Part 2 141

Methods 141

Input 146

Accessing Local Components 151

Accessing Other Objects 153

Summary 158

Q&A 158

Workshop 158

Exercise 159

HOUR 10: Collision 161

Rigidbodies 161

Collision 163

Triggers 167

Raycasting 169

Summary 171

Q&A 171

Workshop 172

Exercise 172

HOUR 11: Game 2: Chaos Ball 173

Design 173

The Arena 175

Game Entities 179

The Control Objects 183

Improving the Game 187

Summary 187

Q&A 187

Workshop 188

Exercise 188

HOUR 12: Prefabs 189

Prefab Basics 189

Working with Prefabs 192

Summary 198

Q&A 198

Workshop 198

Exercise 199

HOUR 13: 2D Games Tools 201

The Basics of 2D Games 201

Orthographic Cameras 204

Adding Sprites 205

Draw Order 209

2D Physics 212

Summary 214

Q&A 215

Workshop 215

Exercise 215

HOUR 14: User Interfaces 217

Basic UI Principles 217

The Canvas 218

UI Elements 223

Canvas Render Modes 230

Summary 232

Q&A 233

Workshop 233

Exercise 233

HOUR 15: Game 3: Captain Blaster 237

Design 237

The World 238

Controls 247

Improvements 255

Summary 255

Q&A 255

Workshop 256

Exercise 256

HOUR 16: Particle Systems 257

Particle Systems 257

Particle System Modules 259

The Curve Editor 270

Summary 273

Q&A 273

Workshop 273

Exercise 273

HOUR 17: Animations 275

Animation Basics 275

Animation Types 277

Animation Tools 281

Summary 288

Q&A 288

Workshop 289

Exercise 289

HOUR 18: Animators 291

Animator Basics 291

Configuring Your Assets 296

Creating an Animator 305

Scripting Animators 314

Summary 315

Q&A 315

Workshop 316

Exercise 316

HOUR 19: Game 4: Gauntlet Runner 317

Design 317

The World 318

The Entities 321

The Controls 329

Room for Improvement 336

Summary 336

Q&A 336

Workshop 336

Exercise 337

HOUR 20: Audio 339

Audio Basics 339

Audio Sources 341

Audio Scripting 346

Summary 349

Q&A 349

Workshop 349

Exercise 350

HOUR 21: Mobile Development 353

Preparing for Mobile 353

Accelerometers 357

Summary 361

Q&A 362

Workshop 362

Exercise 362

HOUR 22: Game Revisions 365

Cross-Platform Input 365

Amazing Racer 368

Chaos Ball 372

Captain Blaster 374

Gauntlet Runner 375

Summary 376

Q&A 376

Workshop 376

Exercise 377

HOUR 23: Polish and Deploy 379

Managing Scenes 379

Persisting Data and Objects 381

Unity Player Settings 384

Building Your Game 387

Summary 391

Q&A 391

Workshop 391

Exercise 392

HOUR 24: Wrap Up 393

Accomplishments 393

Where to Go from Here 395

Resources Available to You 396

Summary 397

Q&A 397

Workshop 397

Exercise 398

Index 399



 

Verlagsort Indianapolis
Sprache englisch
Maße 179 x 232 mm
Gewicht 812 g
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 0-672-33751-7 / 0672337517
ISBN-13 978-0-672-33751-2 / 9780672337512
Zustand Neuware
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