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Getting Started with Unity 2018
Third Edition
Why subscribe?
PacktPub.com
Contributors
About the author
About the reviewers
Packt is searching for authors like you
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the example code files
Download the color images
Conventions used
Get in touch
Reviews
Downloading and Installing Unity
Game engine overview
Game engines for specific game genres
First-person shooters (FPS)
Third-person games
Other game genres
Available 3D game engines
CryENGINE
Lumberyard
Microsoft's XNA Game Studio
Unreal game engine
Unity – past, present, and future
Version 1.0 - 2005
Version 2.0 - 2007
Version 3.0 - 2010
Version 4.0 - 2012
Version 5.0 - 2015
Version 2017 - 2017
Version 2018 – 2018
The case for Unity
Unity features
Editor
Graphics
Unity community
System requirements
Development system requirements
Playback system requirements
Downloading Unity
Installing Unity
Summary
The Unity Interface
Screen real estate
Menu
Unity
File
Edit
Assets
GameObject
Component
Window
Help
Scene view
Game view
Project window
Hierarchy window
Inspector window
Toolbar
Transform tools
Gizmo Toggles
Cloud and Account Buttons
Layers and Layouts
Layouts
Summary
Designing the Game
Game concept
Game idea
Input controls
Winning and losing
Game characters
Cucumber Man
Cucumber Beetle
Gameplay
Game world layout
Starting condition
Point system
Heads-Up Display
The difficulty balance
Difficulty balance questions
Implementation plan
Project organization
Custom assets
Standard assets
Organization
Summary
Creating Our Terrain
Creating the terrain
Working with height maps
Importing the terrain
Shaping the terrain
Smoothing our terrain
Creating our spawn points
Painting the terrain
Adding water
Saving your work
Adding vegetation
Summary
Lights, Cameras, and Shadows
Working with cameras
Understanding camera projections
Orientating your frustum
Creating a Skybox
Using multiple cameras
Working with lighting
Directional lighting
Point lighting
Spot lighting
Area lighting
Implementing reflection probes
Understanding shadows
Summary
Creating and Importing 3D Objects for Our Game
Understanding assets and GameObjects
Asset packages
Understanding GameObjects
Creating 3D objects in Unity
Using prefabs
Using additional 3D objects
Using the Unity Asset Store
Hands-on with the Unity Asset Store
Incorporating custom assets in our game
Working with imported assets
Planting Cherry Trees
Planting Cucumber Patches
Summary
Implementing Our Player Character
Working with Unity's standard asset package
Importing the game character
Configuring a player controller
Fine-tuning our character
Fine-tuning the motor controls
Fine-tuning scale
Fine-tuning the Capsule Collider
Changing and refining input controls
Animating our player character
Reviewing the player controller script
Reviewing the Animator component
Previewing the animations
Terraforming the terrain for our Cucumber Man
Summary
Implementing Our Non-Player Characters
Understanding the non-player characters
Importing the non-player characters into our game
Animating our non-player characters
Incorporating the non-player characters into our game
Working with the Animation Controller
Terraforming the terrain for our Cucumber Beetles
Designating a sandbox area
Planting additional cherry trees
Creating spawning sites
Adding cucumber patches to our terrain
Creating a cucumber patch area in the sandbox
Planting cucumber patches
Adding cucumbers to our terrain
Scripting our non-player characters
Getting organized
Beetle patrol
Beetle finds and eats cucumber
Beetle attacks player on the ground
Beetle stands to attack
Summary
Adding a Heads-Up Display
Designing our Heads-Up Display
Working with a canvas
Adding the canvas
Adding the health bar UI components
Creating the Lives Remaining UI components
Adding the scoring UI components
Adding the cherry UI components
Adding the cucumber and Cucumber Beetle UI components
Creating a mini-map
Scripting for dynamic content
Scripting the cucumber count
Scripting the beetle count
Summary
Scripting Our Points System
Collecting cherries from trees
Detecting collisions of Cucumber Man and cherry trees
Simulating the collection of cherries
Updating the inventory and HUD with cherry count
Adding the cherry-throwing capability
Creating a spot for the cherry
Writing a CherryControl script
Adding points based on cherry collection and combat hits
Creating a points manager script
Adding points for each cherry picked
Adding points for hitting a beetle with a cherry
Summary
Scripting Victory and Defeat
Designing victory and defeat conditions
Updating the player's health
Scripting the health bar
Decrementing health
Implementing victory
Implementing defeat
Scripting defeat based on no cucumbers remaining
Scripting defeat for no lives remaining
Updating the HUD with lives remaining
Scripting the player character's respawning
Summary
Adding Audio and Visual Effects to Our Game
Discovering Unity's audio system
Unity audio basics
Unity's Audio Mixer
Planning our game's audio
Implementing our game's audio
Importing audio assets
Implementing the Cucumber Beetle audio
Implementing the Cucumber Man audio
Introduction to Unity's lights and shadows
Adding light sources
Directional light
Point light
Spot light
Area light
Shadows
Discovering Unity's special effects
Particle System
Trail Renderer
Adding visual effects to our game
Adding a Point light to our cherry trees
Add a special effect using the Particle System
Summary
Optimizing Our Game for Deployment
Using the Profiler window
Getting more out of the Profilers
Optimizing scripts
Optimized code example
Optimizing graphics rendering
Occlusion culling
Lighting
Mesh renderer
Additional optimizations
Level of detail
Static colliders
Creating builds
Understanding the Unity build process
Build settings
PC, Mac, and Linux standalone
iOS
tvOS
Android
HTML 5/WebGL
Xbox One
PlayStation 4 and PlayStation Vita
Player Settings
Summary
Virtual Reality
Welcome to virtual reality
Development tools
Oculus
GearVR
OpenVR
PlayStation VR
Enabling virtual reality in Unity
Requisite SDKs
Configuring your Unity project
Recommendations from Unity technologies
Starter content
Oculus VR
Oculus Sample Framework
Oculus Stereo Shading Re-Projection Sample
Oculus Integration
Vive software
Vive Stereo Rendering Toolkit
Vive Input Utility
Vive Media Decoder
NVIDIA
NVIDIA VRWorks
NVIDIA VR Samples
Unity Technologies
Summary
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