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Index
Title Page Copyright and Credits
Getting Started with Unity 2018
Third Edition
Dedication Packt Upsell
Why subscribe? PacktPub.com
Contributors
About the author About the reviewers Packt is searching for authors like you
Preface
Who this book is for What this book covers To get the most out of this book
Download the example code files Download the color images Conventions used
Get in touch
Reviews
Downloading and Installing Unity
Game engine overview
Game engines for specific game genres
First-person shooters (FPS) Third-person games Other game genres
Available 3D game engines
CryENGINE Lumberyard Microsoft's XNA Game Studio Unreal game engine
Unity – past, present, and future
Version 1.0 - 2005 Version 2.0 - 2007 Version 3.0 - 2010 Version 4.0 - 2012 Version 5.0 - 2015 Version 2017 - 2017 Version 2018 – 2018
The case for Unity
Unity features
Editor Graphics 
Unity community
System requirements
Development system requirements Playback system requirements
Downloading Unity  Installing Unity Summary
The Unity Interface
Screen real estate  Menu
Unity File Edit Assets GameObject Component Window Help
Scene view Game view Project window Hierarchy window Inspector window  Toolbar
Transform tools Gizmo Toggles Cloud and Account Buttons Layers and Layouts
Layouts Summary
Designing the Game
Game concept
Game idea Input controls Winning and losing
Game characters
Cucumber Man Cucumber Beetle
Gameplay
Game world layout Starting condition Point system Heads-Up Display
The difficulty balance
Difficulty balance questions Implementation plan
Project organization 
Custom assets Standard assets Organization
Summary
Creating Our Terrain
Creating the terrain
Working with height maps Importing the terrain
Shaping the terrain
Smoothing our terrain Creating our spawn points
Painting the terrain Adding water
Saving your work
Adding vegetation Summary
Lights, Cameras, and Shadows
Working with cameras
Understanding camera projections Orientating your frustum Creating a Skybox 
Using multiple cameras Working with lighting
Directional lighting Point lighting Spot lighting Area lighting
Implementing reflection probes Understanding shadows Summary
Creating and Importing 3D Objects for Our Game
Understanding assets and GameObjects
Asset packages Understanding GameObjects
Creating 3D objects in Unity
Using prefabs Using additional 3D objects
Using the Unity Asset Store
Hands-on with the Unity Asset Store
Incorporating custom assets in our game Working with imported assets
Planting Cherry Trees Planting Cucumber Patches
Summary
Implementing Our Player Character
Working with Unity's standard asset package Importing the game character Configuring a player controller Fine-tuning our character
Fine-tuning the motor controls Fine-tuning scale Fine-tuning the Capsule Collider Changing and refining input controls 
Animating our player character
Reviewing the player controller script Reviewing the Animator component Previewing the animations
Terraforming the terrain for our Cucumber Man Summary
Implementing Our Non-Player Characters
Understanding the non-player characters Importing the non-player characters into our game Animating our non-player characters  Incorporating the non-player characters into our game
Working with the Animation Controller
Terraforming the terrain for our Cucumber Beetles 
Designating a sandbox area Planting additional cherry trees Creating spawning sites
Adding cucumber patches to our terrain 
Creating a cucumber patch area in the sandbox Planting cucumber patches
Adding cucumbers to our terrain Scripting our non-player characters
Getting organized Beetle patrol Beetle finds and eats cucumber Beetle attacks player on the ground Beetle stands to attack
Summary
Adding a Heads-Up Display
Designing our Heads-Up Display Working with a canvas
Adding the canvas Adding the health bar UI components Creating the Lives Remaining UI components Adding the scoring UI components Adding the cherry UI components Adding the cucumber and Cucumber Beetle UI components
Creating a mini-map Scripting for dynamic content
Scripting the cucumber count Scripting the beetle count
Summary
Scripting Our Points System
Collecting cherries from trees
Detecting collisions of Cucumber Man and cherry trees Simulating the collection of cherries Updating the inventory and HUD with cherry count
Adding the cherry-throwing capability
Creating a spot for the cherry Writing a CherryControl script
Adding points based on cherry collection and combat hits
Creating a points manager script Adding points for each cherry picked Adding points for hitting a beetle with a cherry
Summary
Scripting Victory and Defeat
Designing victory and defeat conditions Updating the player's health
Scripting the health bar Decrementing health
Implementing victory Implementing defeat
Scripting defeat based on no cucumbers remaining Scripting defeat for no lives remaining
Updating the HUD with lives remaining Scripting the player character's respawning  Summary
Adding Audio and Visual Effects to Our Game
Discovering Unity's audio system
Unity audio basics Unity's Audio Mixer
Planning our game's audio Implementing our game's audio
Importing audio assets Implementing the Cucumber Beetle audio Implementing the Cucumber Man audio
Introduction to Unity's lights and shadows
Adding light sources
Directional light Point light Spot light Area light
Shadows
Discovering Unity's special effects
Particle System Trail Renderer
Adding visual effects to our game
Adding a Point light to our cherry trees Add a special effect using the Particle System
Summary
Optimizing Our Game for Deployment
Using the Profiler window
Getting more out of the Profilers
Optimizing scripts
Optimized code example
Optimizing graphics rendering
Occlusion culling Lighting Mesh renderer
Additional optimizations 
Level of detail Static colliders
Creating builds
Understanding the Unity build process Build settings
PC, Mac, and Linux standalone iOS tvOS Android HTML 5/WebGL Facebook Xbox One PlayStation 4 and PlayStation Vita
Player Settings
Summary
Virtual Reality
Welcome to virtual reality
Development tools
Oculus GearVR OpenVR PlayStation VR
Enabling virtual reality in Unity
Requisite SDKs Configuring your Unity project Recommendations from Unity technologies
Starter content
Oculus VR
Oculus Sample Framework Oculus Stereo Shading Re-Projection Sample Oculus Integration
Vive software
Vive Stereo Rendering Toolkit Vive Input Utility Vive Media Decoder
NVIDIA
NVIDIA VRWorks NVIDIA VR Samples
Unity Technologies
Summary
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