Unity game development essentials : build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! /

Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!.

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Bibliographic Details
Main Author: Goldstone, Will
Format: Electronic eBook
Language:English
Published: Birmingham, U.K. : Packt Pub., 2009.
Series:From technologies to solutions.
Subjects:
Online Access:CONNECT

MARC

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245 1 0 |a Unity game development essentials :  |b build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! /  |c Will Goldstone. 
260 |a Birmingham, U.K. :  |b Packt Pub.,  |c 2009. 
300 |a 1 online resource (vii, 298 pages) :  |b illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a From technologies to solutions 
588 0 |a Print version record. 
505 0 |a Intro -- Unity Game Development Essentials -- Table of Contents -- Unity Game Development Essentials -- Credits -- About the Author -- About the Reviewers -- Preface -- What this book covers -- Chapter 1-Welcome to the Third Dimension -- Chapter 2-Environments -- Chapter 3-Player Characters -- Chapter 4-Interactions -- Chapter 5-Prefabs, Collection, and HUD -- Chapter 6-Instantiation and Rigidbodies -- Chapter 7-Particle Systems -- Chapter 8-Menu Design -- Chapter 9-Finishing Touches -- Chapter 10-Building and sharing -- Chapter 11-Testing and further study -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the necessary assets for the book -- Errata -- Piracy -- Questions -- 1. Welcome to the Third Dimension -- Getting to grips with 3D -- Coordinates -- Local space versus World space -- Vectors -- Cameras -- Polygons, edges, vertices, and meshes -- Materials, textures, and shaders -- Rigid Body physics -- Collision detection -- Essential Unity concepts -- The Unity way -- Assets -- Scenes -- Game Objects -- Components -- Scripts -- Prefabs -- The interface -- The Scene window and Hierarchy -- The Inspector -- The Project window -- The Game window -- Summary -- 2. Environments -- External modellers -- Resources -- Your first Unity project -- Using the terrain editor -- Terrain menu features -- Importing and exporting heightmaps -- Set Heightmap resolution -- Creating the lightmap -- Mass Place Trees -- Flatten Heightmap -- Refresh Tree and Detail Prototypes -- The terrain toolset -- Terrain Script -- Raise Height -- Paint height -- Smooth height -- Paint Texture -- Place Trees -- Paint Details -- Terrain Settings -- Sun, Sea, Sand-creating the island -- Step 1-Terrain setup -- Step 2-Island outline -- Step 3-Volcano! -- Step 4-Adding textures -- Painting procedure. 
505 8 |a Sandy areas -- Grass & Rock -- Volcanoes Rock! -- Step 5-Tree time -- Step 6-Grassed up -- Step 7-Let there be lights! -- Creating sunlight -- Step 8-What's that sound? -- Stereo versus Mono -- Formats -- The hills are alive! -- Importing your first package -- Further audio settings -- Step 9-Look to the skybox! -- Step 10-Open water -- Step 11-Island walkabout -- Step 12-Sun alignment and final tweaks -- Take Me Home! Introducing models -- Importing the model package -- Common settings for models -- Meshes -- Materials -- Animations -- Setting up the outpost model -- Summary -- 3. Player Characters -- Working with the Inspector -- Tags -- Layers -- Prefabs and the Inspector -- Deconstructing the First Person Controller object -- Parent-child issues -- First Person Controller objects -- Object 1: First Person Controller (parent) -- Transform -- FPSWalker (Script) -- Character Controller -- Mouse Look (Script) -- Object 2: Graphics -- Mesh filter -- Mesh renderer -- Object 3: Main Camera -- Camera -- GUILayer and Flare Layer -- Mouse Look (Script) -- Audio listener -- Scripting basics -- Commands -- Variables -- Variable data types -- Using variables -- Public versus private -- Functions -- Update() -- OnMouseDown() -- Writing functions -- If else statements -- Multiple conditions -- Globals and dot syntax -- Using static to define globals -- Dot syntax -- Comments -- Further reading -- The FPSWalker script -- Launching the script -- Mac-FPSWalker in Unitron -- Windows PC-FPSWalker in Uniscite -- Deconstructing the script -- Variable declaration -- Storing movement information -- Moving the character -- Checking grounded -- @Script commands -- Summary -- 4. Interactions -- Exploring collisions -- Ray casting -- The frame miss -- Predictive collision detection -- Adding the outpost -- Positioning -- Scaling -- Colliders and tagging the door. 
505 8 |a Disabling automatic animation -- Opening the outpost -- Approach 1-Collision detection -- Creating new assets -- Scripting for character collision detection -- Working with OnControllerColliderHit -- Writing custom functions -- Declaring the function -- Playing audio -- Checking door status -- Playing animation -- Reversing the procedure -- Function efficiency -- Finishing the script -- Attaching the script -- Approach 2-Ray casting -- Disabling collision detection-using comments -- Resetting the door collider -- Adding the ray -- Summary -- 5. Prefabs, Collection, and HUD -- Creating the battery prefab -- Download, import, and place -- Tagging the battery -- Scale, collider, and rotation -- Enlarging the battery -- Adding a trigger collider -- Creating a rotation effect -- Saving as a prefab -- Scattering batteries -- Displaying the battery GUI -- Creating the GUI Texture object -- Positioning the GUI Texture -- Scripting for GUI change -- Battery collection with triggers -- Restricting outpost access -- Restricting access -- Utilizing GetComponent() -- Hints for the player -- Battery GUI hint -- GUI Text hint -- Using fonts -- Summary -- 6. Instantiation and Rigid Bodies -- Introducing instantiation -- In concept -- In code -- Passing in an object -- Position and rotation -- Introducing rigid bodies -- Forces -- The Rigidbody component -- Making the minigame -- Creating the coconut prefab -- Creating the textured coconut -- Adding physics -- Saving as a prefab -- Creating the Launcher object -- Scripting coconut throws -- Checking for player input -- Playing feedback sound -- Instantiating the coconut -- Naming instances -- Assigning velocity -- Ensuring component presence -- Safeguarding collisions -- Including the Audio Source component -- Script and variable assignment -- Instantiate restriction and object tidying -- Activating coconut throw. 
505 8 |a Removing coconuts -- Adding the coconut shy platform -- Import settings -- The platform -- Targets and coconut collisions -- Placement -- Coconut detection script -- Establishing variables -- Collision detection -- Resetting the target -- Including audio source -- Script assignment -- Making more targets -- Winning the game -- Variable setup -- Checking for a win -- Script assignment -- Incrementing and decrementing targets -- Adding -- Subtracting -- Finishing touches -- Adding the crosshair -- Toggling the crosshair GUI Texture -- Informing the player -- Summary -- 7. Particle Systems -- What is a particle system? -- Particle emitter -- Particle Animator -- Particle Renderer -- In summary -- Making the task -- Asset download -- Adding the log pile -- Creating the fire particle systems -- Making fire -- Ellipsoid Particle Emitter Settings -- Particle Animator settings -- Particle Renderer settings -- Adding a material -- Positioning the FireSystem -- Time to Test! -- Making smoke -- Ellipsoid Particle Emitter settings -- Particle Animator settings -- Particle Renderer settings -- Positioning -- Adding audio to the fire -- Lighting the fire -- Adding the matches -- Creating the Matches GUI -- Collecting the matches -- Setting fire -- Testing and confirming -- Summary -- 8. Menu Design -- Interfaces and menus -- Making the main menu -- Creating the scene -- Visual example -- Duplicating the island -- Grouping the environment objects -- Duplicating the scene -- Cancelling mip mapping -- Adding titling -- GUI Texture formats -- Object creation -- Positioning -- Creating the menu-approach 1 -- Adding the play button -- GUI Texture button script -- Assigning public member variables -- Testing the button -- Adding the instructions button -- Adding the quit button -- Using debug commands to check scripts -- Creating the menu-approach 2. 
505 8 |a Disabling Game Objects -- Writing an OnGUI() script for a simple menu -- Fixed versus layout -- Public member variables -- The OnGUI() function -- Flexible positioning for GUIs -- Adding UnityGUI buttons -- Opening scenes with custom functions -- Applying and styling -- GUI skin settings -- Decision time -- Summary -- 9. Finishing Touches -- Volcano! -- Positioning the particle system -- Downloading assets -- Making the smoke material -- Particle system settings -- Ellipsoid Particle Emitter settings -- Particle Animator settings -- Adding audio to the volcano -- Volcano testing -- Coconut trails -- Editing the Prefab -- Trail Renderer component -- Updating the prefab -- Performance tweaks -- Camera Clip Planes and fog -- Ambient lighting -- Instructions scene -- Adding screen text -- Text Animation using Linear Interpolation (Lerp) -- Menu return -- Island level fade-in -- UnityGUI texture rendering -- Game win notification -- Summary -- 10. Building and Sharing -- Build Settings -- Web Player -- Player Settings -- Web Player Streamed -- OS X Dashboard Widget -- OS X/Windows Standalone -- Building the game -- Adapting for web build -- Quit button platform automation -- Texture compression and debug stripping -- Building standalone -- Indie versus Pro -- Building for the Web -- Adapting web player builds -- Detection script- -- Object embed- -- Quality Settings -- Player Input settings -- Sharing your work -- Summary -- 11. Testing and Further Study -- Testing and finalizing -- Public testing -- Frame rate feedback -- Boosting performance -- Approaches to learning -- Cover as many bases as possible -- If you don't know, just ask! -- Summary -- Index. 
520 |a Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!. 
590 |a O'Reilly Online Learning Platform: Academic Edition (SAML SSO Access) 
650 0 |a Computer graphics. 
650 0 |a Computer games  |x Programming. 
650 0 |a Three-dimensional display systems. 
650 0 |a Real-time programming. 
730 0 |a WORLDSHARE SUB RECORDS 
776 0 8 |i Print version: Goldstone, Will.  |t Unity game development essentials.  |d Birmingham, England : Packt Publishing, 2009  |z 9781847198181  |w (OCoLC)474925615 
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