书籍简介:
Create amazing games with solid gameplay features, using a professional-grade workflow inside the Unity engine! About This Book Become a Unity master by creating a practical, in-depth game-development project with Unity Use advanced C# *ing to unlock the complete potential of Unity 5 Use Version Control to Effectively Manage and Scale your workflow Who This Book Is For If you are a Unity developer who now wants to develop and deploy interesting games by leveraging the new features of Unity 5.x, then this is the book for you. Basic knowledge of C# programming is assumed. What You Will Learn Explore hands-on tasks and real-world scenarios to make a Unity horror adventure game Create enemy characters that act intelligently and make reasoned decisions Use data files to save and restore game data in a way that is platform-agnostic Get started with VR development Use Navigation Meshes, Occlusion Culling, and the Profiler tools Work confidently with GameObjects, Rotations, and Transformations Understand specific gameplay features such as AI enemies, inventory systems, and level design In Detail Do you want to take the leap from being an everyday Unity developer to being a pro game developerThen look no further! This book is your one stop solution to creating mesmerizing games with lifelike features and amazing gameplay. This book takes an in-depth focus on a practical project with Unity, building a first-person game with many features. You’ll dive deep into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we’ll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and * NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; and how to work with version control, and more. By the end of this book, you’ll have developed sufficient competency in Unity development to produce fun games with confidence. Style and approach This book takes a step-by-step, practical tutorial approach. You will create an advanced level Unity game with an emphasis on leveraging the advanced Unity 5 features. You will make the most of the Unity 5 advanced features while you develop the game in its entirety.
作者简介:
Alan Thorn
出版时间:
2017-01-01
章节目录:
Mastering Unity 5.x
Mastering Unity 5.x
Credits
About the Author
Acknowledgment
About the Reviewer
www.PacktPub.com
Why subscribe?
Customer Feedback
Preface
What this book coversWhat you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
Preparation and Asset-Configuring
Getting clear on design
Target Platforms
Intended audience
Genre
Game mode
Game objective
Asset preparation
Meshes - work only with good topology
Meshes - minimize polygon count
Meshes - simulating bump details without geometry
Meshes - minimize UV seams
Meshes - export as FBX
Meshes - use meters scale (metric)
Textures - never use lossless compression
Textures - power of 2 sizes
Textures - alpha textures
Asset importing for Dead Keys
Importing textures
Importing meshes
Importing animations
Importing audio
Configuring materials
Summary
Level Design and Structure
Setting the scene with a skybox
Level building - modular construction sets
Level building - organization and structure
Level design - tips and tricks
Objective and feedback
Narrative
Believability and convenience
Atmosphere and aesthetic
Simplicity and reuse
Level lighting - preparation
Baked lighting
Dynamic lighting
Precomputed global illumination
Getting started with lightmapping
Baking lightmaps - resolution and size
Baking lightmaps - details
Light Probes
Lighting FAQ
Navigation mesh
Occlusion Culling
Creating a player camera
Particle systems
Music and audio
Summary
Player Controls - Movement
Player movement
Zombie combat
Creating player waypoints
Animating the camera
Configuring an animator graph
Working with animation - creating the navigator
Customizing and changing MonoDevelop
Singletons
Comments
Connecting to the navigator component
Comments
Navigator GUI
Input axes
The canvas
The button
Coding button behavior
Comments
Creating player death
Comments
Summary
Player Controls - Typing and Health
Word combat
Creating a word list
Using Visual Studio Code
Creating a WordList class
Comments
Comments
Matching words
Comments
The Typer object
Progressing with the Typer class
Comments
Health and damage
Comments
Comments
Damage and feedback
Player score
Comments
Bonus items
Comments
Summary
Enemies and Artificial Intelligence
Configuring the zombie character
Getting started with the zombie Prefab
Planning the zombie Artificial Intelligence
Comments
Developing state structure
Comments
Developing an NPC Animator Controller
Developing the Idle state
Comments
Developing the Chase state
Comments
Developing the Attack state and more
Comments
Developing the Dead state
Zombies and text input
Comments
Zombies and the Typer class
Comments
Comments
Activating enemies and camera paths
Working with Play mode
Summary
Project Management and Version Control
Project Management
Research, design, and work assessment
Workload plan
Task status
Risk Analysis
Resources and skills needed
Testing plan
Applied Project Management using Trello
Collaboration with cloud storage
Version control using Git
Getting started with Git and GitKraken
Commits and branches
Forwards and backwards with Git
Configuring Unity for version control
Reverting and discarding
Branches and branching
Conflicts and resolving
Git and the Web
Pushing and pulling
Cloning
Summary
Persistent Data - Load and Save Game States
Data Serialization
Player preferences - saving data
Player preferences - loading data
Player preferences - INI files
Comments on iniParser.cs
Saving data - XML files
Comments
Saving data - JSON files
Comments
Saving data - binary files
Comments
Saving data for Dead Keys
Comments
Summary
Performance, Optimization, Mobiles, and More
Stats and performance
Profiler and performance assessment
Optimization tips and tricks
Strings and comparisons
Beware of functions in disguise
Debug cleaning
Optimizing build size
Getting started with mobile development
Moving forwards with mobile development
Building for Android
Building for VR (Virtual Reality)
Summary
封面图: