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Unity 3D Game Development by Example Beginner's Guide
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Index
Thebooktakesaclear,step-by-stepapproachtobuildingsmall,simplegameprojects.Itfocusesonshort,attainablegoalssothatthereadercanfinishsomething,insteadoftryingtocreateacomplexRPGoropen-worldgamethatneverseesthelightofday.Thisbookencouragesreadershungryforknowledge.Itdoesnotgointogorydetailabouthoweverylittleknobanddialfunctions–that'swhatthesoftwaremanualisfor!Rather,thisbookisthefastestpathfromzerotofinishedgameusingtheUnity3Dengine.Ifyou'veeverwantedtodevelopgames,buthaveneverfelt"smart"enoughtodealwithcomplexprogramming,thisbookisforyou.It'salsoagreatkick-startfordeveloperscomingfromothertoolslikeFlash,UnrealEngine,andGameMakerPro.
- Index 更新時間:2021-04-09 22:52:15
- Game Portals
- Content sites
- Free development tools
- Offline resources
- Appendix A. References
- Time for action - deploy your game
- Time for action - you spin me right round
- Time for action - how to "handle" Nurse Slipperfoot
- Time for action - animate the runner
- Time for action - I like to move it move it
- Time for action - animate the bouncer
- Time for action - set up the camera rig
- Time for action - turn on the lights
- Time for action - deck the halls
- Time for action - adjust the Main Camera
- Time for action - meet me at camera two
- Time for action - haul in the hallway
- Chapter 12. Action!
- More hospitality
- Summary
- Time for action - add the most important part of any spaceshooter
- 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 - space this sucker up a bit
- Chapter 11. Game #4: Shoot the Moon
- Summary
- Time for action - mix it up a bit
- What's the catch?
- Time for action - add sounds to the FallingObjectScript
- Time for action - make some noise
- Time for action - add facial explosions
- Time for action - animation interrupts
- Time for action - write the collision detection code
- Time for action - tag the objects
- Terminal velocity is a myth bombs fall faster
- Very variable?
- Time for action - let's get lazy
- Time for action - contain the explosion
- Time for action - make it edgier!
- Time for action - create a Particle System
- 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 - open the Pod Bay Door Hal
- Time for action - script the character
- Time for action - register the animations
- Time for action - add the character
- Time for action - lights camera apartment
- Time for action - prefabulous
- Time for action - create a Spark Material
- Time for action - poke those particles
- Chapter 9. Game #3: The Break-Up
- Time for action - add the Play Again button
- Time for action - add the lose condition
- Time for action - keeping track of the bounces
- Time for action - tweak the bounce
- Time for action - tag the tray
- Time for action - create the HeartBounce Script
- Time for action - create 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 - make the Hands and Tray follow the Mouse
- Time for action - make the Mesh Colliders convex
- Time for action - change the FBX import scale settings
- Time for action - hands up!
- Time for action - explore the models
- Chapter 8. Ticker Taker
- Unfinished business
- Time for action - positioning and scaling the clock
- Time for action - commence operation pie clock
- Time for action - write the pie chart Script
- Time for action - rig up the textures
- Time for action - flex those GUI muscles
- Time for action - grab the picture clock graphics
- Time for action - display the time on-screen
- Time for action - create the countdown logic
- Time for action - prepare the clock code
- Time for action - what's with the tiny font?
- Time for action - rides again create a font texture and material
- Still time for action change the clock text color
- Time for more action prepare the clock text
- Time for action - prepare the clock script
- Chapter 7. Don't Be a Clock Blocker
- Time for action - check for victory
- Time for action - compare the IDs
- Time for action - ID the cards
- Time for action - build the card-flipping function
- Time for action - build the card-flipping function
- Time for action - make the cards two-sided
- Time for action - modify the img argument
- Time for action - build the deck
- Time for action - prepare to build the deck
- Down to the nitty griddy
- Time for action - center the game grid horizontally
- Time for action - center the game grid vertically
- Chapter 6. Game #2: Robot Repair Part 2
- Time for action - create an area to store the grid
- Time for action - store the essentials
- Time for action - prepare the game Scene
- Time for action - add both scenes to the build list
- Time for action - center the button
- Time for action - nix the mipmapping
- Time for action - create a button UI control
- Time for action - create and link a custom GUI skin
- Time for action - prepare the GUI
- Time for action - set up two Scenes
- Chapter 5. Game #2: Robot Repair
- Keep it up
- Right on target
- Educated guesses
- One final tweak
- Time for action - add the sample code to your Script
- Our work here is done
- Time for action - revisit the Unity Language Reference
- Once more into the breach
- A keep-up game for robots
- Time for action - follow the Y position of the mouse
- Using all three dees
- Time for action - declare a variable to store the screen midpoint
- Somebody get me a bucket
- She's A-Work!
- Time for action - log the new number
- Futzing with the numbers
- Tracking the numbers
- A tiny bit o' math
- Time for action - animate 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 - animate the Paddle
- Animating with code
- A capital idea
- Time for action - create 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 reappear
- 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 - write your first Unity Script
- 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 - add physics to your game
- Let's get physical
- Time for action - test your game
- Are you a luminary?
- Time for action - move and rotate the light
- Time for action - add a light
- Keeping yourself in the dark
- Time for action - add the Paddle
- Time for action - save your Scene
- Time for action - shrink the ball
- Time for action - move the ball into the "sky"
- Origin story
- Time for action - rename the ball
- A ball by any other name
- Time for action - create the ball
- Creating the ball and the hitter
- The many faces of keep-up
- Slash and burn!
- Keep the dream alive
- 'Tis volley
- 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
- 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)
- I bent my Wooglie
- Another option
- Should we try to build FusionFall?
- Completely hammered
- What can I build with Unity?
- Welcome to Unity 3D!
- Time for action - install the Unity Web Player
- Browser-based 3D? Welcome to the future
- Unity takes over the world
- 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
- Preface
- About the Reviewers
- About the Author
- Credits
- 版權頁
- 封面
- 封面
- 版權頁
- Credits
- About the Author
- About the Reviewers
- Preface
- 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!
- Unity takes over the world
- Browser-based 3D? Welcome to the future
- Time for action - install the Unity Web Player
- Welcome to Unity 3D!
- What can I build with Unity?
- Completely hammered
- Should we try to build FusionFall?
- Another option
- I bent my Wooglie
- 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
- 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
- 'Tis volley
- Keep the dream alive
- Slash and burn!
- The many faces of keep-up
- Creating the ball and the hitter
- Time for action - create the ball
- A ball by any other name
- Time for action - rename the ball
- Origin story
- Time for action - move the ball into the "sky"
- Time for action - shrink the ball
- Time for action - save your Scene
- Time for action - add the Paddle
- Keeping yourself in the dark
- Time for action - add a light
- Time for action - move and rotate the light
- Are you a luminary?
- Time for action - test your game
- Let's get physical
- Time for action - add 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
- Time for action - write 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 reappear
- 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 - create a new MouseFollow Script
- A capital idea
- Animating with code
- Time for action - animate 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 - animate the Paddle
- A tiny bit o' math
- Tracking the numbers
- Futzing with the numbers
- Time for action - log the new number
- She's A-Work!
- Somebody get me a bucket
- Time for action - declare a variable to store the screen midpoint
- Using all three dees
- Time for action - follow the Y position of the mouse
- A keep-up game for robots
- Once more into the breach
- Time for action - revisit the Unity Language Reference
- Our work here is done
- Time for action - add the sample code to your Script
- One final tweak
- Educated guesses
- Right on target
- Keep it up
- Chapter 5. Game #2: Robot Repair
- Time for action - set up two Scenes
- Time for action - prepare the GUI
- Time for action - create and link a custom GUI skin
- Time for action - create a button UI control
- Time for action - nix the mipmapping
- Time for action - center the button
- Time for action - add both scenes to the build list
- Time for action - prepare the game Scene
- Time for action - store the essentials
- Time for action - create an area to store the grid
- Chapter 6. Game #2: Robot Repair Part 2
- Time for action - center the game grid vertically
- Time for action - center the game grid horizontally
- Down to the nitty griddy
- Time for action - prepare to build the deck
- Time for action - build the deck
- Time for action - modify the img argument
- Time for action - make the cards two-sided
- Time for action - build the card-flipping function
- Time for action - build the card-flipping function
- Time for action - ID the cards
- Time for action - compare the IDs
- Time for action - check for victory
- Chapter 7. Don't Be a Clock Blocker
- Time for action - prepare the clock script
- Time for more action prepare the clock text
- Still time for action change the clock text color
- Time for action - rides again create a font texture and material
- Time for action - what's with the tiny font?
- Time for action - prepare the clock code
- Time for action - create the countdown logic
- Time for action - display the time on-screen
- Time for action - grab the picture clock graphics
- Time for action - flex those GUI muscles
- Time for action - rig up the textures
- Time for action - write the pie chart Script
- Time for action - commence operation pie clock
- Time for action - positioning and scaling the clock
- Unfinished business
- Chapter 8. Ticker Taker
- Time for action - explore the models
- Time for action - hands up!
- Time for action - change the FBX import scale settings
- Time for action - make the Mesh Colliders convex
- Time for action - make 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 - create a font texture
- Time for action - create the HeartBounce Script
- Time for action - tag the tray
- Time for action - tweak the bounce
- Time for action - keeping track of the bounces
- Time for action - add the lose condition
- Time for action - add the Play Again button
- Chapter 9. Game #3: The Break-Up
- Time for action - poke those particles
- Time for action - create a Spark Material
- Time for action - prefabulous
- Time for action - lights camera apartment
- Time for action - add the character
- Time for action - register the animations
- Time for action - script the character
- Time for action - open 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 - create a Particle System
- Time for action - make it edgier!
- Time for action - contain the explosion
- Time for action - let's get lazy
- Very variable?
- Terminal velocity is a myth bombs fall faster
- Time for action - tag the objects
- Time for action - write the collision detection code
- Time for action - animation interrupts
- Time for action - add facial explosions
- Time for action - make some noise
- Time for action - add sounds to the FallingObjectScript
- What's the catch?
- Time for action - mix it up a bit
- Summary
- Chapter 11. Game #4: Shoot the Moon
- Time for action - space 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 - add the most important part of any spaceshooter
- Summary
- More hospitality
- Chapter 12. Action!
- Time for action - haul in the hallway
- Time for action - meet me at camera two
- Time for action - adjust the Main Camera
- Time for action - deck the halls
- Time for action - turn on the lights
- Time for action - set up the camera rig
- Time for action - animate the bouncer
- Time for action - I like to move it move it
- Time for action - animate the runner
- Time for action - how to "handle" Nurse Slipperfoot
- Time for action - you spin me right round
- Time for action - deploy your game
- Appendix A. References
- Offline resources
- Free development tools
- Content sites
- Game Portals
- Index 更新時間:2021-04-09 22:52:15