Hands-On Unity 2021 Game Development: Create, customize, and optimize your own professional games from scratch with Unity 2021 [2 ed.] 9781801071482

Unity is a comprehensive yet simple suite of tools for developing video games. You can use Unity to not only create vide

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Table of contents :
Cover
Title Page
Copyright and Credits
Dedicated
Contributors
Table of Contents
Preface
Section 1 – Our First Level
Chapter 1: Designing a Game from Scratch
Game concept
Game idea
Input controls
Winning and losing
Game characters
Hero
Enemies
Gameplay
Game-world layout
Starting condition
Ending condition
Point system
HUD
The difficulty balance
Difficulty balance questions
Implementation plan
Documentation
Game Design Document (GDD)
GDD formats
GDD creation tools
Elevator pitch
High concept
Tips for creating GDDs
Summary
Chapter 2: Setting Up Unity
Why use a game engine such as Unity?
Past and present industry insight
Game engines
Benefits of using Unity
Installing Unity
Unity Technical Requirements
Unity installs
Installing Unity with Unity Hub
Creating projects
Creating a project
Project structure
Summary
Chapter 3: Working with Scenes and Game Objects
Manipulating scenes
The purpose of a scene
The Scene View
Creating our first GameObject
Navigating the Scene View
Manipulating GameObjects
GameObjects and components
Understanding components
Manipulating components
Object hierarchies
Parenting objects
Possible uses
Prefabs
Creating Prefabs
Prefab-instance relationship
Prefab variants
Saving scenes and projects
Saving our changes
Project structure
Summary
Chapter 4: Grayboxing with Terrain and ProBuilder
Creating a Landscape with Terrain
Discussing Height Maps
Creating and configuring Height Maps
Authoring Height Maps
Adding Height Map details
Creating Shapes with ProBuilder
Installing ProBuilder
Creating a Shape
Manipulating the mesh
Adding details
Summary
Chapter 5: Importing and Integrating Assets
Importing assets
Importing assets from the internet
Importing assets from the Asset Store
Integrating assets
Integrating terrain textures
Integrating meshes
Integrating textures
Configuring assets
Configuring meshes
Configuring textures
Assembling the scene
Summary
Section 2 – Improving Graphics and Sound
Chapter 6: Materials and Effects with URP and Shader Graph
Introducing shaders
Shader pipeline
The Render Pipeline and URP
URP's Built-in Shaders
Creating Shaders with Shader Graph
Creating our first Shader Graph
Using textures
Combining Textures
Applying transparency
Creating Vertex Effects
Summary
Chapter 7: Visual Effects with Particle Systems and Visual Effect Graph
Introduction to particle systems
Creating a basic particle system
Using advanced modules
Creating fluid simulations
Creating a waterfall effect
Creating a bonfire effect
Creating complex simulations with Visual Effect Graph
Installing Visual Effect Graph
Creating and analyzing a Visual Effect Graph
Creating a rain effect
Summary
Chapter 8: Lighting Using the Universal Render Pipeline
Applying lighting
Discussing lighting methods
Configuring ambient lighting with skyboxes
Configuring lighting in URP
Applying shadows
Understanding shadow calculations
Configuring performant shadows
Optimizing lighting
Understanding static lighting
Baking lightmaps
Applying static lighting to static objects
Summary
Chapter 9: Fullscreen Effects with Postprocessing
Using PostProcessing
Setting up a profile
Using basic effects
Using advanced effects
Advanced effects
Summary
Chapter 10: Sound and Music Integration
Importing audio
Audio types
Configuring the import settings
Integrating and mixing audio
Using 2D and 3D AudioSources
Using an Audio Mixer
Summary
Chapter 11: User Interface Design
Understanding Canvas and RectTransform
Creating a UI with Canvas
Positioning elements with RectTransform
Canvas object types
Integrating assets for the UI
Creating UI controls
Creating a responsive UI
Adapting object positions
Adapting object sizes
Summary
Chapter 12: Creating a UI with the UI Toolkit
Why learn UI Toolkit?
Creating UIs with UI Toolkit
Installing UI Toolkit
Creating UI Documents
Editing UI Documents
Creating UI Stylesheets
Making a Responsive UI with UI Toolkit
Dynamic positioning and sizing
Dynamic Scaling
Using relative positions
Summary
Chapter 13: Creating Animations with Animator, Cinemachine, and Timeline
Using Skinning Animations with Animator
Understanding skinning
Importing skeletal animations
Integration using Animation Controllers
Creating dynamic cameras with Cinemachine
Creating camera behaviors
Creating dolly tracks
Creating cutscenes with Timeline
Creating animation clips
Sequencing our intro cutscene
Summary
Section 3 – Scripting Level Interactivity with C#
Chapter 14: Introduction to C# and Visual Scripting
Creating Scripts
Initial setup
Creating a C# Script
Adding fields
Creating a Visual Script
Using events and instructions
Events and instructions in C#
Events and instructions in Visual Scripting
Using fields in instructions
Common beginner C# script errors
Summary
Chapter 15: Implementing Movement and Spawning
Implementing movement
Moving objects through Transform
Using Input
Understanding Delta Time
Implementing spawning
Spawning Objects
Timing actions
Destroying Objects
Summary
Chapter 16: Physics Collisions and Health System
Configuring Physics
Setting shapes
Physics Object types
Filtering collisions
Detecting collisions
Detecting Trigger events
Modifying the other Object
Moving with Physics
Applying forces
Tweaking Physics
Summary
Chapter 17: Win and Lose Condition
Creating Object Managers
Sharing Variables with the Singleton design pattern
Sharing Variables with Visual Scripting
Creating Managers
Creating Game Modes
Improving our code with events
Summary
Chapter 18: Scripting the UI, Sounds, and Graphics
Scripting the UI
Showing information in the UI
Programming the Pause menu
Scripting feedback
Scripting visual feedback
Scripting audio feedback
Scripting animations
Summary
Chapter 19: Implementing Game AI for Building Enemies
Gathering information with sensors
Creating Three-Filters sensors with C#
Creating Three-Filters sensors with Visual Scripting
Debugging with Gizmos
Making decisions with FSMs
Creating the FSM in C#
Creating transitions
Creating the FSM in Visual Scripting
Executing FSM actions
Calculating our scene's Pathfinding
Using pathfinding
Adding the final details
Summary
Chapter 20: Scene Performance Optimization
Optimizing graphics
Introduction to graphic engines
Using the Frame Debugger
Using batching
Other optimizations
Optimizing processing
Detecting CPU- and GPU-bound
Using the CPU Usage Profiler
General CPU optimization techniques
Optimizing memory
Memory allocation and the garbage collector
Using the Memory Profiler
Summary
Section 4 – Releasing Your Game
Chapter 21: Building the Project
Building a project
Debugging the Build
Debugging Code
Profiling performance
Summary
Chapter 22: Finishing Touches
Iterating your game
Testing and feedback
Interpreting feedback
Releasing your game
Pre-release
Release
Post-release
Summary
Chapter 23: Augmented Reality in Unity
Using AR Foundation
Creating an AR Foundation project
Using tracking features
Building for mobile devices
Building for Android
Building for iOS
Creating a simple AR game
Spawning the Player and Enemies
Coding the Player and Enemy behavior
Summary
About Packt
Other Books You May Enjoy
Index

Hands-On Unity 2021 Game Development: Create, customize, and optimize your own professional games from scratch with Unity 2021 [2 ed.]
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