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Unity 3.x Game Development by Example Beginner's Guide
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Thebooktakesaclear,step-by-stepapproachtobuildingsmall,simplegameprojects.Itfocusesonshort,attainablegoalssothatthereadercanfinishsomething,insteadoftryingtocreateacomplexRPGoropen-worldgamethatneverseesthelightofday.Thisbookencouragesreadershungryforknowledge.Itdoesnotgointogorydetailabouthoweverylittleknobanddialfunctions–that'swhatthesoftwaremanualisfor!Rather,thisbookisthefastestpathfromzerotofinishedgameusingtheUnitygameengine.Ifyou'veeverwantedtodevelopgames,buthaveneverfelt"smart"enoughtodealwithcomplexprogramming,thisbookisforyou.It'salsoagreatkick-startfordeveloperscomingfromothertoolslikeFlash,UnrealEngine,andGameMakerPro.
- Index 更新時間:2021-04-02 18:35:04
- Game portals
- Content sites
- Free development tools
- Offline resources
- Online resources
- Appendix A. References
- Beyond the book
- Time to grow
- Time for action – Deploying your game
- Time for action – You spin me right round
- Time for action – How to "handle" Nurse Slipperfoot
- Time for action – Animating the runner
- Time for action – I like to move it move it
- Time for action – Animating the bouncer
- Time for action – Setting up the camera rig
- Time for action – Turn on the lights
- Time for action – Deck the halls
- Time for action – Adjusting the Main Camera
- Time for action – Meet me at camera two
- Time for action – Haul in the hallway
- Open heart surgery
- Chapter 12. Action!
- More hospitality
- Summary
- Time for action – Adding the most important part of any space shooter
- Time for action – The maaagic of aaaarguments
- Time for action – Code do-si-do
- Time for action – Fire!
- Time for action – Building Halo
- Time for action – Futurize the bullet
- Time for action – Itchy trigger finger
- Time for action – Give up the func
- Time for action – Tweak the hero
- Time for action – Fixing the fall
- Time for action – Do some housekeeping
- Time for action – Bring on the bad guys
- Time for action – It's a hit!
- Time for action – Enter the hero
- Time for action – Spacing this sucker up a bit
- Time for action – Duplicating your game project
- Chapter 11. Game #4: Shoot the Moon
- Summary
- Time for action – Mixing it up a bit
- What's the catch?
- Time for action – Adding sounds to the FallingObjectScript
- Time for action – Making some noise
- Time for action – Adding facial explosions
- Time for action – Animation interrupts
- Time for action – Writing the collision detection code
- Time for action – Tagging the objects
- Terminal velocity is a myth—bombs fall faster
- Very variable?
- Time for action – Let's get lazy
- Time for action – Containing the explosion
- Time for action – Making it edgier!
- Time for action – Creating a Particle System
- Time for action – Amass some glass
- Chapter 10. Game #3: The Break-Up Part 2
- Summary
- Time for action – Hook up the explosion
- Time for action – The point of impact
- Time for action – Go boom
- Time for action – Apocalypse now?
- Time for action – Re-prefab the prefab
- Time for action – Collision-enable the character
- Time for action – Opening the pod bay door Hal
- Time for action – Scripting the character
- Time for action – Registering the animations
- Time for action – Adding the character
- Time for action – Lights camera apartment
- Time for action – Prefabulous
- Time for action – Creating a spark material
- Time for action – Poke those particles
- Time for action – Bombs away!
- Chapter 9. Game #3: The Break-Up
- Time for action – Adding the Play Again button
- Time for action – Adding the lose condition
- Time for action – Keeping track of the bounces
- Time for action –Tweak the bounce
- Time for action – Tagging the tray
- Time for action – Creating the HeartBounce script
- Time for action – Creating a font texture
- Time for action – Multiple erections
- This just in: this game blows
- Time for action – Material witness
- Time for action – Ditch the ball and paddle
- Time for action – Get your heart on
- Time for action – Making the hands and tray follow the mouse
- Time for action – Making the mesh colliders convex
- Time for action – Changing the FBX import scale settings
- Time for action – Hands up!
- Time for action – Exploring the models
- Welcome to Snoozeville
- Chapter 8. Ticker Taker
- Unfinished business
- Time for action – Positioning and scaling the clock
- Time for action – Commencing operation pie clock
- Time for action – Writing the pie chart script
- Time for action – Rigging up the textures
- How they did it
- Keep your fork—there's pie!
- The incredible shrinking clock
- Time for action – Flexing those GUI muscles
- Time for action – Grabbing the picture clock graphics
- Picture it
- Time for action – Displaying the time onscreen
- Time for action – Creating the countdown logic
- Time for action – Preparing the clock code
- Time for action – What's with the tiny font?
- Time for action rides again – Creating a font texture and material
- Still time for action – Changing the clock text color
- Time for more action – Preparing the clock text
- Time for action – Preparing the clock script
- Apply pressure
- Chapter 7. Don't Be a Clock Blocker
- Bring. It. On.
- Time for action – Checking for victory
- On to the final boss
- Time for action – Comparing the IDs
- Time for action – ID the cards
- Game and match
- Stabby McDragonpoker rides again
- Pumpkin eater
- Time for action – Building the card-flipping function
- Time for action – Building the card-flipping function
- Time for action – Making the cards two-sided
- Time to totally flip
- Second dragon down
- Random reigns supreme
- What exactly is "this"?
- Time for action – Modifying the img argument
- Time for action – Building the deck
- Time for action – Preparing to build the deck
- Down to the nitty griddy
- Time for action – Centering the game grid horizontally
- Time for action – Centering the game grid vertically
- Finding your center
- From zero to game in one chapter
- Chapter 6. Game #2: Robot Repair Part 2
- Now you're playing with power!
- Build that grid
- Time for action – Creating an area to store the grid
- Seeing is believing
- To nest is best
- The anatomy of a loop
- Going loopy
- Start me up
- Time for action – Storing the essentials
- Have some class!
- The game plan
- Time for action – Preparing the game scene
- Set the stage for robots
- Time for action – Adding both scenes to the Build List
- To the game!
- Time for action – Centering the button
- Front and center
- Time for action – Nix the mip-mapping
- Cover your assets
- Want font?
- Time for action – Creating a button UI control
- Time for action – Creating and linking a custom GUI skin
- The beat of your own drum
- Time for action – Preparing the GUI
- No right answer
- Time for action – Setting up two scenes
- You're making a scene
- A blank slate
- You'll totally flip
- Chapter 5. Game #2: Robot Repair
- Keep it up
- Right on target
- Educated guesses
- One final tweak
- Time for action – Adding the sample code to your script
- Our work here is done
- Time for action – Re-visiting the Unity Language Reference
- Once more into the breach
- A keep-up game for robots
- Time for action – Following the Y position of the mouse
- Using all three dees
- Time for action – Declaring a variable to store the screen midpoint
- Somebody get me a bucket
- She's A-Work!
- Time for action – Logging the new number
- Futzing with the numbers
- Tracking the numbers
- A tiny bit o' math
- Time for action – Listening to the paddle
- See the matrix
- Worst. Game. Ever.
- Move the paddle
- Screen coordinates versus world coordinates
- Pick a word—(almost) any word
- Time for action – Animating the paddle
- Animating with code
- A capital idea
- Time for action – Creating a new MouseFollow script
- Equip your baby bird
- Why code?
- Gone but not forgotten
- Time for action – Unstick the script
- It's been fun
- What's another word for "huh"?
- The Renderer class
- Time for action – Journey to the Unity Script Reference
- Ding!
- Time for action – Make the ball re-appear
- Time for action – Find the Mesh Renderer component
- Examining the code
- With great sandwich comes great responsibility
- You'll never go hungry again
- It's all Greek to me
- Lick it and stick it
- A leap of faith
- Time for action – Writing your first Unity script
- What is code?
- Chapter 4. Code Comfort
- Summary
- Time for action – Make the ball bouncy
- More bounce to the ounce
- Understanding the gravity of the situation
- Time for action – Adding physics to your game
- Let's get physical
- Time for action – Test your game
- Time for action – Camera mania
- Are you a luminary?
- Time for action – Moving and rotating the light
- Time for action – Adding a light
- Keeping yourself in the dark
- Time for action – Adding the paddle
- Time for action – Saving your scene
- Time for action – Shrinking the ball
- Time for action – Moving the ball Into the "sky"
- Origin story
- Time for action – Renaming the ball
- A ball by any other name
- Time for action – Creating the ball
- Creating the ball and the hitter
- The many faces of keep-up
- Slash and burn!
- Keep the dream alive
- 'Tis volley
- Kick up a new Unity project
- Chapter 3. Game 1: Ticker Taker
- Summary
- Redefining the sky
- Toy or story
- The mechanic that launched a thousand games
- Pong
- Artillery Live!
- Heads up!
- Motherload
- One percent inspiration
- That singular piece of joy
- Trapped in your own skin
- Mechanic versus skin
- A game with no features
- Features versus content
- The siren song of 3D
- That little lightbulb
- Chapter 2. Let's Start with the Sky
- Summary
- Don't stop there—live a little!
- The Scene window
- The wonders of technology!
- Stop! Hammer time
- There's no such thing as "finished"
- Walk before you can run (or double jump)
- Welcome to Unity 3D!
- Time for action – Install the Unity Web Player
- Browser-based 3D? Welcome to the future
- Unity takes over the world
- Introducing Unity 3D
- Chapter 1. That's One Fancy Hammer!
- Customer support
- Reader feedback
- Time for action – heading
- Conventions
- Who this book is for
- What you need for this book
- What this book covers
- Preface
- Support files eBooks discount offers and more
- www.PacktPub.com
- About the Reviewer
- About the Author
- Credits
- 版權信息
- 封面
- 封面
- 版權信息
- Credits
- About the Author
- About the Reviewer
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Time for action – heading
- Reader feedback
- Customer support
- Chapter 1. That's One Fancy Hammer!
- Introducing Unity 3D
- Unity takes over the world
- Browser-based 3D? Welcome to the future
- Time for action – Install the Unity Web Player
- Welcome to Unity 3D!
- Walk before you can run (or double jump)
- There's no such thing as "finished"
- Stop! Hammer time
- The wonders of technology!
- The Scene window
- Don't stop there—live a little!
- Summary
- Chapter 2. Let's Start with the Sky
- That little lightbulb
- The siren song of 3D
- Features versus content
- A game with no features
- Mechanic versus skin
- Trapped in your own skin
- That singular piece of joy
- One percent inspiration
- Motherload
- Heads up!
- Artillery Live!
- Pong
- The mechanic that launched a thousand games
- Toy or story
- Redefining the sky
- Summary
- Chapter 3. Game 1: Ticker Taker
- Kick up a new Unity project
- 'Tis volley
- Keep the dream alive
- Slash and burn!
- The many faces of keep-up
- Creating the ball and the hitter
- Time for action – Creating the ball
- A ball by any other name
- Time for action – Renaming the ball
- Origin story
- Time for action – Moving the ball Into the "sky"
- Time for action – Shrinking the ball
- Time for action – Saving your scene
- Time for action – Adding the paddle
- Keeping yourself in the dark
- Time for action – Adding a light
- Time for action – Moving and rotating the light
- Are you a luminary?
- Time for action – Camera mania
- Time for action – Test your game
- Let's get physical
- Time for action – Adding physics to your game
- Understanding the gravity of the situation
- More bounce to the ounce
- Time for action – Make the ball bouncy
- Summary
- Chapter 4. Code Comfort
- What is code?
- Time for action – Writing your first Unity script
- A leap of faith
- Lick it and stick it
- It's all Greek to me
- You'll never go hungry again
- With great sandwich comes great responsibility
- Examining the code
- Time for action – Find the Mesh Renderer component
- Time for action – Make the ball re-appear
- Ding!
- Time for action – Journey to the Unity Script Reference
- The Renderer class
- What's another word for "huh"?
- It's been fun
- Time for action – Unstick the script
- Gone but not forgotten
- Why code?
- Equip your baby bird
- Time for action – Creating a new MouseFollow script
- A capital idea
- Animating with code
- Time for action – Animating the paddle
- Pick a word—(almost) any word
- Screen coordinates versus world coordinates
- Move the paddle
- Worst. Game. Ever.
- See the matrix
- Time for action – Listening to the paddle
- A tiny bit o' math
- Tracking the numbers
- Futzing with the numbers
- Time for action – Logging the new number
- She's A-Work!
- Somebody get me a bucket
- Time for action – Declaring a variable to store the screen midpoint
- Using all three dees
- Time for action – Following the Y position of the mouse
- A keep-up game for robots
- Once more into the breach
- Time for action – Re-visiting the Unity Language Reference
- Our work here is done
- Time for action – Adding the sample code to your script
- One final tweak
- Educated guesses
- Right on target
- Keep it up
- Chapter 5. Game #2: Robot Repair
- You'll totally flip
- A blank slate
- You're making a scene
- Time for action – Setting up two scenes
- No right answer
- Time for action – Preparing the GUI
- The beat of your own drum
- Time for action – Creating and linking a custom GUI skin
- Time for action – Creating a button UI control
- Want font?
- Cover your assets
- Time for action – Nix the mip-mapping
- Front and center
- Time for action – Centering the button
- To the game!
- Time for action – Adding both scenes to the Build List
- Set the stage for robots
- Time for action – Preparing the game scene
- The game plan
- Have some class!
- Time for action – Storing the essentials
- Start me up
- Going loopy
- The anatomy of a loop
- To nest is best
- Seeing is believing
- Time for action – Creating an area to store the grid
- Build that grid
- Now you're playing with power!
- Chapter 6. Game #2: Robot Repair Part 2
- From zero to game in one chapter
- Finding your center
- Time for action – Centering the game grid vertically
- Time for action – Centering the game grid horizontally
- Down to the nitty griddy
- Time for action – Preparing to build the deck
- Time for action – Building the deck
- Time for action – Modifying the img argument
- What exactly is "this"?
- Random reigns supreme
- Second dragon down
- Time to totally flip
- Time for action – Making the cards two-sided
- Time for action – Building the card-flipping function
- Time for action – Building the card-flipping function
- Pumpkin eater
- Stabby McDragonpoker rides again
- Game and match
- Time for action – ID the cards
- Time for action – Comparing the IDs
- On to the final boss
- Time for action – Checking for victory
- Bring. It. On.
- Chapter 7. Don't Be a Clock Blocker
- Apply pressure
- Time for action – Preparing the clock script
- Time for more action – Preparing the clock text
- Still time for action – Changing the clock text color
- Time for action rides again – Creating a font texture and material
- Time for action – What's with the tiny font?
- Time for action – Preparing the clock code
- Time for action – Creating the countdown logic
- Time for action – Displaying the time onscreen
- Picture it
- Time for action – Grabbing the picture clock graphics
- Time for action – Flexing those GUI muscles
- The incredible shrinking clock
- Keep your fork—there's pie!
- How they did it
- Time for action – Rigging up the textures
- Time for action – Writing the pie chart script
- Time for action – Commencing operation pie clock
- Time for action – Positioning and scaling the clock
- Unfinished business
- Chapter 8. Ticker Taker
- Welcome to Snoozeville
- Time for action – Exploring the models
- Time for action – Hands up!
- Time for action – Changing the FBX import scale settings
- Time for action – Making the mesh colliders convex
- Time for action – Making the hands and tray follow the mouse
- Time for action – Get your heart on
- Time for action – Ditch the ball and paddle
- Time for action – Material witness
- This just in: this game blows
- Time for action – Multiple erections
- Time for action – Creating a font texture
- Time for action – Creating the HeartBounce script
- Time for action – Tagging the tray
- Time for action –Tweak the bounce
- Time for action – Keeping track of the bounces
- Time for action – Adding the lose condition
- Time for action – Adding the Play Again button
- Chapter 9. Game #3: The Break-Up
- Time for action – Bombs away!
- Time for action – Poke those particles
- Time for action – Creating a spark material
- Time for action – Prefabulous
- Time for action – Lights camera apartment
- Time for action – Adding the character
- Time for action – Registering the animations
- Time for action – Scripting the character
- Time for action – Opening the pod bay door Hal
- Time for action – Collision-enable the character
- Time for action – Re-prefab the prefab
- Time for action – Apocalypse now?
- Time for action – Go boom
- Time for action – The point of impact
- Time for action – Hook up the explosion
- Summary
- Chapter 10. Game #3: The Break-Up Part 2
- Time for action – Amass some glass
- Time for action – Creating a Particle System
- Time for action – Making it edgier!
- Time for action – Containing the explosion
- Time for action – Let's get lazy
- Very variable?
- Terminal velocity is a myth—bombs fall faster
- Time for action – Tagging the objects
- Time for action – Writing the collision detection code
- Time for action – Animation interrupts
- Time for action – Adding facial explosions
- Time for action – Making some noise
- Time for action – Adding sounds to the FallingObjectScript
- What's the catch?
- Time for action – Mixing it up a bit
- Summary
- Chapter 11. Game #4: Shoot the Moon
- Time for action – Duplicating your game project
- Time for action – Spacing this sucker up a bit
- Time for action – Enter the hero
- Time for action – It's a hit!
- Time for action – Bring on the bad guys
- Time for action – Do some housekeeping
- Time for action – Fixing the fall
- Time for action – Tweak the hero
- Time for action – Give up the func
- Time for action – Itchy trigger finger
- Time for action – Futurize the bullet
- Time for action – Building Halo
- Time for action – Fire!
- Time for action – Code do-si-do
- Time for action – The maaagic of aaaarguments
- Time for action – Adding the most important part of any space shooter
- Summary
- More hospitality
- Chapter 12. Action!
- Open heart surgery
- Time for action – Haul in the hallway
- Time for action – Meet me at camera two
- Time for action – Adjusting the Main Camera
- Time for action – Deck the halls
- Time for action – Turn on the lights
- Time for action – Setting up the camera rig
- Time for action – Animating the bouncer
- Time for action – I like to move it move it
- Time for action – Animating the runner
- Time for action – How to "handle" Nurse Slipperfoot
- Time for action – You spin me right round
- Time for action – Deploying your game
- Time to grow
- Beyond the book
- Appendix A. References
- Online resources
- Offline resources
- Free development tools
- Content sites
- Game portals
- Index 更新時間:2021-04-02 18:35:04