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Victor G Brusca - Advanced Unity Game Development: Build Professional Games with Unity, C#, and Visual Studio

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Victor G Brusca Advanced Unity Game Development: Build Professional Games with Unity, C#, and Visual Studio
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Advanced Unity Game Development: Build Professional Games with Unity, C#, and Visual Studio: summary, description and annotation

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Jump start your Unity game development journey with a detailed review of a complete, professionally built game using Unity, C#, and Visual Studio. Gain invaluable experience with code structure, project structure, centralization of game state data, controlled initialization of script components, AI opponents, multiple input sources, player preferences, a full HUD and menu system, music and sound effects, level/track building, and more.

Author Victor Brusca walks you through the games code, scripts, and overall structure, all the while showing you how the code works within the Unity engine to define a complete, refined game. Starting with game specifications, the book covers base classes, basic interaction classes, advanced interaction classes, helper classes, input classes, and abstraction of raw input. Next, youll dive into the menu system and see how a full, complete menu and HUD are coded and set up in the project through a detailed review of the code and working examples. Subsequently, youll gain insight on player and game state management, and the author will demystify the component-based structure of Unity games by demonstrating how to maintain order and centralization. Lastly, you will review pertinent build and project settings while learning techniques to profile and check the performance of your games, and tie it all together by building a new racetrack for the included game project.

On completing this book, youll have gained experience through the detailed review of a hover car racing game using C#, Unity Coding, Visual Studio, Unity C# Project Management, Unity Environment, Unity Project Management and more.
What You Will Learn
  • Understand Unity project design and implementation with regard to code base and scene hierarchy/game objects
  • Learn to implement game mechanics connected to Unity scene game objects with working demonstrations
  • Review professional topics, such as AI opponents, data persistence, menu systems, etc., and implement in the included project
  • Create a complete game from ground up using prefab models and the code reviewed throughout the text
Who This Book Is ForReaders with some coding experience, an understanding of classes in an OOP language, and solid experience using the Unity Editor. The code is reviewed and explained in detail on a class-by-class basis while also providing an overview of the overall structure of the code base, project, and scenes.

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Book cover of Advanced Unity Game Development Victor G Brusca Advanced - photo 1
Book cover of Advanced Unity Game Development
Victor G Brusca
Advanced Unity Game Development
Build Professional Games with Unity, C#, and Visual Studio
Logo of the publisher Victor G Brusca Edison NJ USA ISBN - photo 2
Logo of the publisher
Victor G Brusca
Edison, NJ, USA
ISBN 978-1-4842-7850-5 e-ISBN 978-1-4842-7851-2
https://doi.org/10.1007/978-1-4842-7851-2
Victor G Brusca 2022
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This Apress imprint is published by the registered company APress Media, LLC part of Springer Nature.

The registered company address is: 1 New York Plaza, New York, NY 10004, U.S.A.

Id like to dedicate this book to my Mom. Thank you so much for buying me that Packard Bell 386DX2 66MHZ desktop with 8MB of RAM, 2MB of video RAM, and multimedia CD-ROM. It was one of the most important events of my life. I love you sooo much Mom.

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at www.apress.com/9781484278505. For more detailed information, please visit http://www.apress.com/source-code.

Acknowledgments

Id like to take a moment to acknowledge the following people:

Special thanks to Katia Pouleva for fixing up the diagrams and screenshots for this book. You are an amazing graphic artist. I love you dearly, Elkus.

Id like to acknowledge Carlo M. Bruscani. You are a very special person to me and an important part of my life. I wouldnt be the person I am without knowing you. Thank you so much, Carlo. I love you.

Lastly, Id like to take a moment to acknowledge Jerry Lawson. Jerry Lawson was an American electronic engineer. He is known for his work in designing the Fairchild Channel F video game console as well as leading the team that pioneered the commercial video game cartridge. Thank you, Mr. Lawson; video games would not be the same without you.

Table of Contents
About the Author
Victor Brusca
is an experienced software developer specializing in building cross-platform - photo 3
is an experienced software developer specializing in building cross-platform applications and APIs. He regards himself as a self-starter with a keen eye for detail, an obsessive protection of systems/data, and a desire to write well-documented, well-encapsulated code. With over 14 years of software development experience, he has been involved in game and game engine projects on J2ME, T-Mobile SideKick, WebOS, Windows Phone, Xbox 360, Android, iOS, and web platforms.
About the Technical Reviewer
Pranav Paharia
is a game developer who has been working in the gaming industry since 2013 He - photo 4
is a game developer who has been working in the gaming industry since 2013. He is proficient with game engines like Unity3D, Unreal Engine 4, and Cocos2dx. He has built games for mobile devices, PCs, and VR in both single-player and multiplayer genres. He has been very passionate about playing games since childhood and, as he grew up, pursued the science of game development. He has also worked on a few game development books in the past to share his knowledge about game development. Building gameplay systems and game mechanics are just two aspects of his vast work experience. His expertise in gametech extends beyond making games; hes also used it provide solutions in various domains like education, medicine, military, emergency training, AEC, VFX/animation and films. The companies hes worked with include Zaha Hadid, DRDO India, Mediamonks, and Line Creative.

Currently, he works in the film and VFX industries in the field of virtual production via game technology.

He loves photography, traveling, and reading.

You can contact him at pranavpaharia@gmail.com .

The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature 2022
V. G. Brusca Advanced Unity Game Development https://doi.org/10.1007/978-1-4842-7851-2_1
1. Introduction and Getting Started
Victor G Brusca
(1)
Edison, NJ, USA

Welcome to Chapter of the Advanced Unity Game Development text. Unity is a powerful game creation tool. In many ways, its almost too powerful and complex. This makes it difficult for some game developers to leverage the full potential of the software. Documentation, books, and tutorials are a great way to lower the learning curve. Programming experience, especially in C#, and familiarity with Visual Studio will also greatly improve your time working with Unity.

With all of these different training options available, many of them for free, what does this book offer that the others dont? What makes it stand out from the pack? Well, in most cases, the aforementioned learning material will show you how to accomplish a simple task in Unity. Theyll show you a small unfinished game or demo to illustrate the material at hand. This book differs from the rest in that it contains a complete code review, in detail, of a full featured and complete Unity game. This includes the following general topics:
  • Code and Classes that run a Complete Game

  • Code Structure Essentials

  • Project Structure Essentials

  • Level/Track Building

  • AI Opponents/Players

  • Full HUD and Menu System

  • Music and Sound Effects

  • Player Preferences

  • Touch, Mouse, Keyboard, Gamepad Input

  • Models, Prefabs, and Scripts

This book will guide you through the games code, scripts, models, prefabs, and overall structure all the while showing you how the code works with the Unity engine to define a complete, refined, game in Unity. At the conclusion of this text, youll have gained experience in the following areas of expertise as you are guided through the implementation of a hover car racing game:
  • C#: Experience with classes, class management, and project-level aspects of code-like centralization

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