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Getting started with Unity 5 : leverage the power of Unity 5 to create amazing 3D games / Dr. Edward Lavieri.

By: Material type: TextTextSeries: Community experience distilledPublisher: Birmingham, UK : Packt Publishing, 2015Description: 1 online resource : illustrationsContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781784395636
  • 1784395633
  • 1784398314
  • 9781784398316
Other title:
  • Getting started with Unity five
  • Leverage the power of Unity 5 to create amazing 3D games
  • Leverage the power of Unity five to create amazing three-dimensional games
Subject(s): Genre/Form: Additional physical formats: Print version:: Getting started with unity 5 : leverage the power of unity 5 to create amazing 3D games.DDC classification:
  • 794.81536 23
LOC classification:
  • QA76.76.C672
Online resources:
Contents:
Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Getting Jiggy with the Unity Interface -- Why Unity? -- Getting your hands on Unity -- Projects -- Layouts -- Views -- The Scene view -- The Game view -- The Hierarchy view -- The Project view -- Inspector view -- Transform tools -- Cameras -- Summary -- Chapter 2: Creating the Game Environment -- Game design -- Game look -- Player objectives -- Gameplay -- User actions -- Artificial Intelligence -- End state -- Terrain -- Creating the terrain -- Adding mountains -- Adding a river -- Textures -- Additional environmental features -- Natural bridge -- Planting trees -- Water -- Creating the sky -- Summary -- Chapter 3: Working with Assets -- Assets -- Asset packages -- Unity Asset Store -- Adding assets to your game -- Using the Unity Asset Store -- Importing a custom asset package -- Importing the game characters -- Importing the buildings -- Using Blender to create assets for your game -- Summary -- Chapter 4: Animating the Game Characters -- Animation basics -- Character controllers -- First person controller -- Creating a third person controller -- Animating player characters -- Little farmer Colt -- Old farmer character -- Farm animals -- Previewing animations -- Creating animation clips -- Summary -- Chapter 5: Scripting the Game -- C# programming primer -- Syntax -- Naming conventions -- Class, function, and method names -- Camel case -- Abbreviations -- Special characters -- Data types -- Using MonoDevelop -- Scripting with C# in Unity -- Start and update functions -- Scripting example -- Unity scripting assets -- Scripting our game -- Script planning -- Gathering corn -- Gathering water -- Feeding piglets -- Feeding baby chicks -- Feeding pigs -- Feeding adult chickens -- Data requirements.
All about the pigs -- Chicks and chickens -- Corn and water -- Initializing our data -- Selective scripts -- Selective script -- global variables -- Selective script -- evoking the take animation -- Selective script -- feeding the farm animals -- Organizing scripts -- Summary -- Chapter 6:Adding a Graphical User Interface -- An overview of GUI -- Functions of a GUI -- Feedback -- Control -- Feedback and Control -- Game Layers -- Unity 5's UI system -- Canvas -- Render mode -- Creating a GUI -- HUD -- Creating a HUD -- Mini-Maps -- Creating a mini-map -- Game navigation -- Summary -- Chapter 7:Polishing and Optimizing the Game -- Sight and sound -- Unity's sound capabilities -- Audio listener -- Audio clips -- Audio source -- Implementing sound effects -- Visual effects -- Spotlight orb with halo effect -- Casting shadows -- Trail rendering -- Rendering options -- The Profiler window -- Rendering optimization -- Imposing limits -- Baking images -- Optimizing scripts -- Summary -- Chapter 8:What's Next? -- Improving our game -- Audio -- Visual effects -- Functionality -- Levels -- Project management -- Unity workflow -- Art and animation -- Scripts -- Other assets -- Scaling projects -- Development concepts -- Cross-platform considerations -- Plugins -- Attribution -- Advanced topics -- Particle systems -- Inventory control systems -- Dialog systems -- Summary -- Index.
Summary: If you are a game developer interested in learning Unity 3D from scratch and becoming familiar with its core features, then this book is for you. No prior knowledge of Unity 3D is required.
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Online resource; title from cover (Safari, viewed June 17, 2015).

Includes index.

Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Getting Jiggy with the Unity Interface -- Why Unity? -- Getting your hands on Unity -- Projects -- Layouts -- Views -- The Scene view -- The Game view -- The Hierarchy view -- The Project view -- Inspector view -- Transform tools -- Cameras -- Summary -- Chapter 2: Creating the Game Environment -- Game design -- Game look -- Player objectives -- Gameplay -- User actions -- Artificial Intelligence -- End state -- Terrain -- Creating the terrain -- Adding mountains -- Adding a river -- Textures -- Additional environmental features -- Natural bridge -- Planting trees -- Water -- Creating the sky -- Summary -- Chapter 3: Working with Assets -- Assets -- Asset packages -- Unity Asset Store -- Adding assets to your game -- Using the Unity Asset Store -- Importing a custom asset package -- Importing the game characters -- Importing the buildings -- Using Blender to create assets for your game -- Summary -- Chapter 4: Animating the Game Characters -- Animation basics -- Character controllers -- First person controller -- Creating a third person controller -- Animating player characters -- Little farmer Colt -- Old farmer character -- Farm animals -- Previewing animations -- Creating animation clips -- Summary -- Chapter 5: Scripting the Game -- C# programming primer -- Syntax -- Naming conventions -- Class, function, and method names -- Camel case -- Abbreviations -- Special characters -- Data types -- Using MonoDevelop -- Scripting with C# in Unity -- Start and update functions -- Scripting example -- Unity scripting assets -- Scripting our game -- Script planning -- Gathering corn -- Gathering water -- Feeding piglets -- Feeding baby chicks -- Feeding pigs -- Feeding adult chickens -- Data requirements.

All about the pigs -- Chicks and chickens -- Corn and water -- Initializing our data -- Selective scripts -- Selective script -- global variables -- Selective script -- evoking the take animation -- Selective script -- feeding the farm animals -- Organizing scripts -- Summary -- Chapter 6:Adding a Graphical User Interface -- An overview of GUI -- Functions of a GUI -- Feedback -- Control -- Feedback and Control -- Game Layers -- Unity 5's UI system -- Canvas -- Render mode -- Creating a GUI -- HUD -- Creating a HUD -- Mini-Maps -- Creating a mini-map -- Game navigation -- Summary -- Chapter 7:Polishing and Optimizing the Game -- Sight and sound -- Unity's sound capabilities -- Audio listener -- Audio clips -- Audio source -- Implementing sound effects -- Visual effects -- Spotlight orb with halo effect -- Casting shadows -- Trail rendering -- Rendering options -- The Profiler window -- Rendering optimization -- Imposing limits -- Baking images -- Optimizing scripts -- Summary -- Chapter 8:What's Next? -- Improving our game -- Audio -- Visual effects -- Functionality -- Levels -- Project management -- Unity workflow -- Art and animation -- Scripts -- Other assets -- Scaling projects -- Development concepts -- Cross-platform considerations -- Plugins -- Attribution -- Advanced topics -- Particle systems -- Inventory control systems -- Dialog systems -- Summary -- Index.

If you are a game developer interested in learning Unity 3D from scratch and becoming familiar with its core features, then this book is for you. No prior knowledge of Unity 3D is required.

English.

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