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Volodymyr Gerasimov - Unity 3.x Scripting

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Volodymyr Gerasimov Unity 3.x Scripting

Unity 3.x Scripting: summary, description and annotation

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Write efficient, reusable scripts to build custom characters, game environments, and control enemy AI in your Unity game.

  • Make your characters interact with buttons and program triggered action sequences
  • Create custom characters and code dynamic objects and players interaction with them
  • Synchronize movement of character and environmental objects
  • Add and control animations to new and existing characters
  • Written in simple and step-by-step format with real life examples, this book is the only one in the market to focus on Unity Scripting

In Detail

Unity is a powerful tool for anyone who aspires to build interesting and sellable games. One of the exciting aspects of Unity is how easily it can be extended to build custom characters and game environments. Scripting is the key to accomplish all this, but it comes with a steep learning curve.

This book will teach you everything you need to know about scripting in Unity. It will take you through creating, including and tweaking scripts for achieving various tasks. Some of these tasks include controlling characters, animations, controlling objects, handling game data and enemy AI.

The book will begin by building scripts for simple tasks and continue to develop them for increasing level of difficulty. The first few chapters include scripting to build a custom game environment and creating characters and controlling them. Arranging camera views, controlling and creating animations are covered in the next set of chapters.

The book then moves on to build objects, animate them and code character interaction with them and create inventories where the characters can pick ammo, health and other such objects. Towards the end, the book teaches how to add background sound and discusses basic enemy AI scripting.

What will you learn from this book

  • Use available scripts that readers can use to create default character controller
  • Attach default character controller scripts to an existing game object
  • Set-up your own camera and character controller rigs through code
  • Code dynamic and static objects like bio gun, ammo, health, character stat augmentation, treasure chests and make your character interact with them
  • Create character item slots along with inventories, where players will be able to drag and drop different item icons in the inventory slots
  • Attach existing animation scripts to characters and objects and create new ones
  • Assign and equip selected items on a player or object, making them active and useable like adding fire functionality to a bio gun
  • Create and maintain scores to control character objectives and save game data
  • Setup a system to control transition between scenes and transferring objects from one scene to another along with instantiation for characters
  • Deal with 2D and 3D parallax backgrounds
  • Create an audio game controller to fix sound overlapping and create background audio stems
  • Basics of enemy AI, such as path-finding and creating distinct enemy behavior and their awareness

Approach

The book is written in an easy to understand step-by-step style. It covers real-world examples for every topic, so that you gain most out of the book and are able to apply these techniques straight into your game.

Who this book is written for

If you are a programmer interested in developing games using Unity and want to customize your game by writing scripts, then this is a book for you. To make the best use of this book, you will have to know your way around Unity. The book is ideal for someone, who has experience in building games using Unity and knows a bit of programming; especially JavaScript. However, if you are a programmer in any other language, you should be able to grasp the book fairly easily.

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Unity 3.x Scripting

Unity 3.x Scripting

Copyright 2012 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: June 2012

Production Reference: 1140612

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-230-4

www.packtpub.com

Cover Image by Sandeep Babu ( <> )

Credits

Authors

Volodymyr Gerasimov

Devon Kraczla

Reviewers

Peter Chan

Jeff Mundee

Acquisition Editor

Rashmi Phadnis

Lead Technical Editor

Hithesh Uchil

Technical Editor

Devdutt Kulkarni

Project Coordinator

Alka Nayak

Proofreader

Bernadette Watkins

Indexer

Monica Ajmera

Production Coordinator

Shantanu Zagade

Cover Work

Shantanu Zagade

About the Authors

Volodymyr Gerasimov is a level designer and scripter. His major passion is creating modifications for popular games, and developing small, indie projects, with scripting as a main tool. He learned various scripting and programming languages at The Art Institute of Vancouver. Introduced to Unity in 2010, he created and worked on a number of projects, indie games, and prototypes. He has worked as Lead Level Designer and Scripter, on the hack-and-slash action game, Splik and Blitz: Baked in Blood , and has also worked on a couple of indie projects for iOS and PC. His latest, finished project is the puzzle platformer game, Red Rolling Hood . Currently, he is working at Best Way, as Producer of an action role-playing game.

I would like to thank all my friends and teachers who shared their experience with me. They surrounded me with an aura of creativity and art, which kept my passion burning, and my work going. I would also like to thank all who will open this book, and be able to learn something, create, and share.

Devon Kraczla is an independent game developer. Having an artistic background, Devon came to the gaming industry to explore new ways to surprise people with his creations. Over the last couple of years, having graduated from The Art Institute of Vancouver, Devon has developed multiple, independent projects, both solo and with other enthusiasts, and has worked on the award-winning Battlefield 3 , as a member of the motion capture team at EA Canada. In his games, Devon focuses on simple and engaging game mechanics, covered with a unique art style that makes his games appealing for hardcore and casual audiences alike. Currently, Devon is working on a new project along with a large group of passionate developers.

I would like to thank my teachers and peers of The Art Institute of Vancouver, for helping me pursue the endeavors that I sought after. I would also like to thank my friends and family, outside of my school life, who helped keep me sane, well, as sane as I can be, and for being there when it mattered most. Prost!

About the Reviewer

Jeff Mundee is a game designer and instructor from New Brunswick, USA, who moved to Vancouver, Canada, a decade ago to produce video games. Since then he has worked on many game projects in various roles, from Motion Capture Specialist at Electronic Arts, to Game Designer for Activision, and all sorts of independent productions in between. He is currently working on a Unity-based game with Holy Mountain Games. He also teaches classes at The Art Institute of Vancouver, about game production using Unity, among other subjects.

I would like to thank Vlad and Devon for being leaders in a strong graduating class, by taking the initiative to master Unity. I know they will both go on to make great games.

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Preface

If you are an enthusiastic gamer who is ready to seriously get into game development, this book will give you a great head start for your journey. We will guide you through the step-by-step process of creating your first playable game prototype, which you will be able to further extend into a full-scale game. This book contains examples of the most important features that can be found in games, and much more; it will help you to understand Unity better, and increase your programming skills.

What this book covers

, Diving into Scripting , will teach you how to set up the project and take advantage of built-in character controllers. We will talk about dynamic objects and their collision, as well as investigate creating a moving platform and explosions.

, Custom Character Controller , will show you how to create your own character controllers, camera rigs, and animation systems.

, Action Game Essentials , will introduce programming of basic gameplay features, such as shooting, picking up items, and opening treasure boxes, as well as soft bodies and tethering.

, Drag-and-Drop Inventory , will give you an example on how to create your own inventory and character customization with the help of Unity GUI.

, Dynamic GUI , will take you step by step, through the creation of the HUD and targeting system.

, Game Master Controller

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