Librería Portfolio Librería Portfolio

Búsqueda avanzada

TIENE EN SU CESTA DE LA COMPRA

0 productos

en total 0,00 €

UNITY IN ACTION. MULTIPLATFORM GAME DEVELOPMENT IN C# WITH UNITY 5
Título:
UNITY IN ACTION. MULTIPLATFORM GAME DEVELOPMENT IN C# WITH UNITY 5
Subtítulo:
Autor:
HOCKING, J
Editorial:
MANNING PUBLISHERS
Año de edición:
2015
Materia
PROGRAMACION DE JUEGOS
ISBN:
978-1-61729-232-3
Páginas:
352
40,95 €

 

Sinopsis

Unity in Action teaches you how to write and deploy games. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Based on Unity version 5.

About the book
This book helps readers build successful games with the Unity game development platform. You will use the powerful C# language, Unity´s intuitive workflow tools, and a state-of-the-art rendering engine to build and deploy mobile, desktop, and console games. Unity´s single codebase approach minimizes inefficient switching among development tools and concentrates your attention on making great interactive experiences.

Unity in Action teaches you how to write and deploy games. You´ll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Each sample project illuminates specifi c Unity features and game development strategies. As you read and practice, you'll build up a well-rounded skill set for creating graphically driven 2D and 3D game applications.

What´s inside
Program characters that run, jump, and bump into things
Build code architectures that manage the game´s state
Connect your games to the Internet to download live data
Deploy games to platforms including web and mobile
Covers Unity 5



TABLE OF CONTENTS show full
FOREWORD
PREFACE
ACKNOWLEDGMENTS
ABOUT THIS BOOK
PART 1 FIRST STEPS
1. GETTING TO KNOW UNITY
1.1. Why is Unity so great?
1.1.1. Unity's strengths and advantages
1.1.2. Downsides to be aware of
1.1.3. Example games built with Unity
1.2. How to use Unity
1.2.1. Scene view, Game view, and the Toolbar
1.2.2. Using the mouse and keyboard
1.2.3. The Hierarchy tab and the Inspector
1.2.4. The Project and Console tabs
1.3. Getting up and running with Unity programming
1.3.1. How code runs in Unity: script components
1.3.2. Using MonoDevelop, the cross-platform IDE
1.3.3. Printing to the console: Hello World!
1.4. Summary
2. BUILDING A DEMO THAT PUTS YOU IN 3D SPACE
2.1. Before you start.?
2.1.1. Planning the project
2.1.2. Understanding 3D cooordinate space
2.2. Begin the project: place objects in the scene
2.2.1. The scenery: floor, outer walls, inner walls
2.2.2. Lights and cameras
2.2.3. The player's collider and viewpoint
2.3. Making things move: a script that applies transforms
2.3.1. Diagramming how movement is programmed
2.3.2. Writing code to implement the diagram
2.3.3. Local vs. global coordinate space
2.4. Script component for looking around: MouseLook
2.4.1. Horizontal rotation that tracks mouse movement
2.4.2. Vertical rotation with limits
2.4.3. Horizontal and vertical rotation at the same time
2.5. Keyboard input component: first-person controls
2.5.1. Responding to key presses
2.5.2. Setting a rate of movement independent of the computer's speed
2.5.3. Moving the CharacterController for collision detection
2.5.4. Adjusting components for walking instead of flying
2.6. Summary
3. ADDING ENEMIES AND PROJECTILES TO THE 3D GAME
3.1. Shooting via raycasts
3.1.1. What is raycasting?
3.1.2. Using the command ScreenPointToRay for shooting
3.1.3. Adding visual indicators for aiming and hits
3.2. Scripting reactive targets
3.2.1. Determining what was hit
3.2.2. Alert the target that it was hit
3.3. Basic wandering AI
3.3.1. Diagramming how basic AI works
3.3.2. ´Seeing´ obstacles with a raycast
3.3.3. Tracking the character's state
3.4. Spawning enemy prefabs
3.4.1. What is a prefab?
3.4.2. Creating the enemy prefab
3.4.3. Instantiatiing from an invisible SceneController
3.5. Shooting via instantiating objects
3.5.1. Creating the projectile prefab
3.5.2. Shooting the projectile and colliding with a target
3.5.3. Damaging the player
3.6. Summary
4. DEVELOPING GRAPHICS FOR YOUR GAME
4.1. Understanding art assets
4.2. Building basic 3D scenery: whiteboxing
4.2.1. Whiteboxing explained
4.2.2. Drawing a floor plan for the level
4.2.3. Laying out primitives according to the plan
4.3. Texture the scene with 2D images
4.3.1. Choosing a file format
4.3.2. Importing an image file
4.3.3. Applying the image
4.4. Generating sky visuals using texture images
4.4.1. What is a skybox?
4.4.2. Creating a new skybox material
4.5. Working with custom 3D models
4.5.1. Which file format to choose?
4.5.2. Exporting and importing the model
4.6. Creating effects using particle systems
4.6.1. Adjusting parameters on the default effect
4.6.2. Applying a new texture for fire
4.6.3. Attaching particle effects to 3D objects
4.7. Summary
PART 2 GETTING COMFORTABLE
5. BUILDING A MEMORY GAME USING UNITY'S NEW 2D FUNCTIONALITY
5.1. Setting everything up for 2D graphics
5.1.1. Preparing the project
5.1.2. Displaying 2D images (aka sprites)
5.1.3. Switching the camera to 2D mode
5.2. Building a card object and making it react to clicks
5.2.1. Building the object out of sprites
5.2.2. Mouse input code
5.2.3. Revealing the card on click
5.3. Displaying the various card images
5.3.1. Loading images programmatically
5.3.2. Setting the image from an invisible SceneController
5.3.3. Instantiating a grid of cards
5.3.4. Shuffling the cards
5.4. Making and scoring matches
5.4.1. Storing and comparing revealed cards
5.4.2. Hiding mismatched cards
5.4.3. Text display for the score
5.5. Restart button
5.5.1. Programming a UIButton component using SendMessage
5.5.2. Calling LoadLevel from SceneController
5.6. Summary
6. PUTTING A 2D GUI IN A 3D GAME
6.1. Before you start writing code.?
6.1.1. Immediate mode GUI or advanced 2D interface?
6.1.2. Planning the layout
6.1.3. Importing UI images
6.2. Setting up the GUI display
6.2.1. Creating a canvas for the interface
6.2.2. Buttons, images, and text labels
6.2.3. Controlling the position of UI elements
6.3. Programming interactivity in the UI
6.3.1. Programming an invisible UIController
6.3.2. Creating a pop-up window
6.3.3. Setting values using sliders and input fields
6.4. Updating the game by responding to events
6.4.1. Integrating an event system
6.4.2. Broadcasting and listening for events from the scene
6.4.3. Broadcasting and listening for events from the HUD
6.5. Summary
7. CREATING A THIRD-PERSON 3D GAME: PLAYER MOVEMENT AND ANIMATION
7.1. Adjusting the camera view for third-person
7.1.1. Importing a character to look at
7.1.2. Adding shadows to the scene
7.1.3. Orbiting the camera around the player character
7.2. Programming camera-relative movement controls
7.2.1. Rotating the character to face movement direction
7.2.2. Moving forward in that direction
7.3. Implementing the jump action
7.3.1. Applying vertical speed and acceleration
7.3.2. Modifying the ground detection to handle edges and slopes
7.4. Setting up animations on the player character
7.4.1. Defining animation clips in the imported model
7.4.2. Creating the animator controller for these animations
7.4.3. Writing code that operates the anima