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Mastering Unity 2017 Game Development with C# - Second Edition电子书

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作       者:Alan Thorn

出  版  社:Packt Publishing

出版时间:2017-10-30

字       数:37.5万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Master realistic animations and graphics, particle systems, game AI and physics, sprites and VR development with Unity 2017 About This Book ? Create professional grade games with realistic animation and graphics, particle systems and game physics with Unity 2017 ? Unleash the power of C# *ing to create intelligent game AI and professional grade game workflows. ? Create immersive VR games using the latest Unity 2017 VR SDK. 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 2017, 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 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 make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay. This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve 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; 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 an easy-to-follow, step-by-step tutorial approach. You will create an advanced level Unity game with an emphasis on leveraging advanced Unity 2017 features while developing the game in its entirety.
目录展开

Title Page

Second Edition

Copyright

Mastering Unity 2017 Game Development with C#

Second Edition

Credits

About the Author

About the Reviewers

www.PacktPub.com

Why subscribe?

Customer Feedback

Preface

What this book covers

What 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 lossy 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

Forward and backward 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 forward with mobile development

Building for Android

Building for VR (Virtual Reality)

Summary

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