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Index
Preface
Resources Used in This Book Audience and Approach Conventions Used in This Book Using Code Examples O’Reilly Safari How to Contact Us Acknowledgments
I. The Basics of Unity 1. Introducing Unity
Hello, Book
Mobile Games
Hello, Unity
What’s Unity For? Getting Unity
2. A Tour of Unity
The Editor
Play Mode and Edit Mode
The Scene View
The Mode Selector Getting Around Handle Controls
The Hierarchy The Project View The Inspector The Game View Wrapping Up
3. Scripting in Unity
A Crash Course in C# Mono and Unity
MonoDevelop
Code completion Refactoring Building
Game Objects, Components, and Scripts
The Inspector Components
Important Methods
Awake and OnEnable Start
Start Versus Awake
Update and LateUpdate
Coroutines Creating and Destroying Objects
Instantiation Creating an Object from Scratch Destroying Objects
Attributes
RequireComponent Header and Space SerializeField and HideInInspector ExecuteInEditMode
Time in Scripts Logging to the Console Wrapping Up
II. Building a 2D Game: Gnome on a Rope 4. Getting Started Building the Game
Game Design Creating the Project and Importing Assets Creating the Gnome Rope
Coding the Rope Configuring the Rope
Wrapping Up
5. Preparing for Gameplay
Input
Unity Remote Adding Tilt Control
Creating a Singleton class Implementing an InputManager Singleton
Controlling the Rope Making the Camera Follow the Gnome Scripts and Debugging
Setting breakpoints
Setting Up the Gnome’s Code Setting Up the Game Manager
Setting Up and Resetting the Game Creating a New Gnome Removing the Old Gnome
Killing a gnome
Resetting the Game Dealing with Touching Reaching the Exit Pausing and Unpausing Handling the Reset Button
Preparing the Scene Wrapping Up
6. Building Gameplay with Traps and Objectives
Simple Traps Treasure and Exit
Creating the Exit
Adding a Background Wrapping Up
7. Polishing the Game
Updating the Gnome’s Art Updating the Physics Background
Layers Creating the Backgrounds Different Backgrounds The Bottom of the Well Updating the Camera
User Interface Invincibility Mode Wrapping Up
8. Final Touches on Gnome’s Well
More Traps and Level Objects
Spikes Spinning Blade Blocks
Particle Effects
Defining the Particle Material The Blood Fountain The Blood Explosion Using the Particle Systems
Main Menu
Scene Loading
Audio Wrapping Up and Challenges
III. Building a 3D Game: Space Shooter 9. Building a Space Shooter
Designing the Game
Getting the Assets
Architecture Creating the Scene
Ship
Camera follow
Space Station Skybox
Creating the skybox
Canvas
Wrapping Up
10. Input and Flight Control
Input
Adding the Joystick The Input Manager
Flight Control
Indicators
Creating the UI elements
Indicator Manager
Wrapping Up
11. Adding Weapons and Targeting
Weapons
Ship Weapons Fire Button
Target Reticle Wrapping Up
12. Asteroids and Damage
Asteroids
Asteroid Spawner
Damage-Dealing and Taking
Explosions
Wrapping Up
13. Audio, Menus, Death, and Explosions!
Menus
Main Menu Paused Screen Game Over Screen Adding a Pause Button
Game Manager and Death
Start Points Creating the Game Manager
Initial setup Starting the game Ending the game Pausing the game
Setting Up the Scene
Boundaries
Creating the UI Coding the Boundary
Final Polish
Space Dust Trail Renderers Audio
Spaceship Weapon effects
Explosions
Wrapping Up
IV. Advanced Features 14. Lighting and Shaders
Materials and Shaders
Fragment-Vertex (Unlit) Shaders
Global Illumination
Light Probes
Thinking About Performance
The Profiler Getting Data from Your Device General Tips
Wrapping Up
15. Creating GUIs in Unity
How GUIs Work in Unity
Canvas RectTransform The Rect Tool Anchors
Controls Events and Raycasts
Responding to Events
Using the Layout System Scaling the Canvas Transitioning Between Screens Wrapping Up
16. Editor Extensions
Making a Custom Wizard Making a Custom Editor Window
The Editor GUI API
Rects and layout How controls work Buttons Text fields
Delayed text fields Special text fields
Sliders Space Lists Scroll views
The Asset Database
Making a Custom Property Drawer
Creating the Class Setting the Height of the Property Overriding OnGUI Getting the Properties Creating a property scope Drawing the Label Calculating the Rectangles Getting the Values Creating the Change Check Drawing the Slider Drawing the Fields Checking for Changes Storing the Properties Testing It Out
Making a Custom Inspector
Creating a Simple Script Creating a Custom Inspector Setting Up the Class Defining the Colors and Properties Setting Up the Variables Starting to Draw the GUI Drawing the Controls Applying Changes Testing It Out
Wrapping Up
17. Beyond the Editor
The Unity Services Ecosystem
The Asset Store
PlayMaker
Installing PlayMaker Playing with PlayMaker
Amplify Shader Editor UFPS
Unity Cloud Build Unity Ads
Deployment
Setting Up Your Project Setting Your Target
Splash screens
Building for Your Platform
Building for iOS Building for Android
Where to Go from Here
Index
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