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Felicia P. - Getting Started with Unity

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Packt Publishing, 2013. 170 p. ISBN-10: 1849695849, ISBN-13: 978-1849695848.
. .
Unity is a game development engine which is fully integrated with a complete set of intuitive tools and rapid workflows used to create interactive 3D content. Unity is best used for making great games that can deploy to numerous platforms.Getting Started with Unity guides you progressively through the necessary steps to create a survival game using Unity3Ds built-in objects and components, JavaScript, animations with Mecanim, and some basic AI.In this book, you will be introduced to a wide range of the core features used for games developed with Unity3D, including the user interface and much more. Furthermore, you will also learn about essential aspects like transformations, scripting, navigation, and built-in controllers.Beginning with an introduction to the user interface, you will learn the necessary skills required to create a survival video game. Each section is a stepping-stone toward the completion of the final game. By the end of the book, you will have created an indoor level with enemies, AI, weapons, objects to collect, and all the logic to control the game.What you will learn from this book:
Understand the different layouts, windows, and shortcuts, and navigate through scenes.
Use, combine, and transform built-in objects and components including textures, water, GUI elements, controllers, lights, particles, and shapes.
Understand different types of colliders, individualize objects with tags, apply colliders, and manage collisions through scripting.
Learn how to create scripts, understand and use the default functions, and employ the console for debugging purposes.
Access and modify game objects properties through scripting.
Create functions, pass and access variables, and call functions between scripts.
Implement basic AI for path-finding or user detection.
Load scenes, navigate through scenes, and create persistent objects across scenes.Who this book is written for:
Getting Started with Unity is for 3D game developers who would like to learn how to use Unity3D and become familiar with its core features. This book is also suitable for intermediate users who would like to improve their skills. No prior knowledge of Unity3D is required. iPAD Amazon Kindle, PC , Cool Reader, Calibre, Adobe Digital Editions

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Getting Started with Unity

Getting Started with Unity

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: August 2013

Production Reference: 1190813

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-584-8

www.packtpub.com

Cover Image by Suresh Mogre (<>)

Credits

Author

Patrick Felicia

Reviewer

Marc Schaerer

Acquisition Editors

Saleem Ahmed

Erol Staveley

Commissioning Editor

Sruthi Kutty

Technical Editor

Pratik More

Project Coordinator

Deenar Satam

Proofreader

Lauren Harkins

Indexer

Priya Subramani

Graphics

Ronak Dhruv

Production Coordinator

Arvindkumar Gupta

Cover Work

Arvindkumar Gupta

About the Author

Patrick Felicia is a lecturer and researcher at Waterford Institute of Technology, where he teaches and supervises undergraduate and postgraduate students. He obtained his MSc in Multimedia Technology in 2003 and PhD in Computer Science in 2009 from University College Cork, Ireland. He has published several books and articles on the use of video games for educational purposes, including Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (published by IGI ), and Digital games in schools: a handbook for teachers , published by European Schoolnet . Patrick is also the Editor-in-chief of the International Journal of Game-Based Learning ( IJGBL ), and the Conference Director of the Irish Symposium on Game-Based Learning, a popular conference on games and learning organized throughout Ireland.

I would like to thank the staff at Packt Publishing for their help throughout the writing of this book, as well as Marc Schaerer, the technical reviewer, for his valuable comments and feedback.

About the Reviewer

Marc Schaerer is an interactive media software engineer delivering interactive learning, training, and entertainment experiences on mobile, desktop, and web platforms for customers from all over the world through his company Gayasoft (http://www.gayasoft.net) located in Switzerland.

He makes use of Unity, which he has been using since the technologies 1.x days in 2007, and has been enhancing its capabilities through extensions where suitable.

Marc Schaerer has a strong background in the 3D graphics, network technology, software engineering, and interactive media fields; he started building up his knowledge in these fields right from his teenage years and later on solidified it with studies in Computational Science and Engineering at the Swiss Federal Institute of Technology, Zurich.

This knowledge found usage in Popper (http://www.popper.org), an interactive 3D behavioral research platform for Harvard, developed by Gayasoft and powered by Unity, Mathlab and ExitGames Photon.

With the rise of serious games, Marc is currently focusing his and his company's efforts to research options and technologies for the next generation of interactive and immersive experiences through AR and VR technologies (Metaio, OpenCV, Oculus Rift) and new forms of input (Razer Hydra, Leap Motion).

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This book is dedicated to my beloved wife, Helena.

Preface

Getting Started with Unity will get you up to speed with Unity3D's core features, using an easy step-by-step approach. Throughout this book, you will progressively develop your skills to create a survival video game.

From Unity3D's interface to finite state machines with Mecanim, you will learn all of the necessary features to create a great game, including built-in objects manipulation, collision detection, textures, scripting, audio, particle effects, pathfinding, and raycasting.

You will create an indoor environment, where the player can collect objects (including a gun, ammunitions, or health packs), shoot at enemies, open doors based on some conditions, and much more.

You will include animated zombies with different levels of intelligence that follow and attack the player based on a finite state machine and some AI techniques (for example, breadcrumbing).

You will also learn how to create a menu system for your game, manage and display the health levels of the character, and keep track of these factors across levels.

What this book covers

, Getting to know Unity3D , is a general introduction to Unity3D. In this chapter, we will look at Unity3D's interface and how to include assets to scenes, using both built-in objects and external files, such as sounds and textures. We will also become familiar with the most commonly used components in Unity3D.

, Creating a Maze with Built-in Objects , illustrates how to create a simple, (yet challenging) indoor environment using Unity3D's primitives and standard assets.

, Using Scripts to Interact with Objects , explains how to use scripting in Unity3D to create a user interface, handle user interaction, and display customized messages on the screen.

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