Log In
Or create an account -> 
Imperial Library
  • Home
  • About
  • News
  • Upload
  • Forum
  • Help
  • Login/SignUp

Index
About This eBook Title Page Copyright Page Dedication Page Contents at a Glance Contents Preface
Why Write This Book? Who Is This Book For? Why Did We Choose to Use Unity? What Will You Need? How Much Scripting Is Involved? How Is the Book Organized? Conventions Used in This Book Supplementary Materials
Acknowledgments About the Authors Introduction
Introduction to Unity
Downloading and Installing Unity
Project Wizard
Open Project Tab Create New Project Tab Packages
Setting Our Project
Project Structure Folder Organization File Naming Conventions
1. Setting Up the Unity Development Environment
Welcome Screen The Unity Interface
Menus Toolbar Hierarchy Inspector Project Browser Scene View Game View
Summary Exercises
2. Understanding Asset Creation
File Formats
3D Formats 2D Formats
Importing Our Assets
Importing from Inside Unity Importing Premade Assets from the File Browser Creating New Assets
Importing Packages
Unity Packages Custom Packages
GameObjects
Our First GameObject Creating a GameObject
Components
Creating a Component Assign a Component Prefabs
Summary Exercises
3. Creating 2D Sprites
Working in 2D
2D Behaviors 2D Workspace
Building Our Sprites
Import Settings Pixels To Units Sprite Editor
Sprite Packing
Packing Tag Sprite Packer Additional Sprite Packing Resources
Summary Exercises
4. Building the Game World
Level Design 101
Setting the Scene Creating a Roadmap Adding Details
Getting around Our Scene
Scene Gizmo Perspective versus Isometric Camera Controls
Manipulating Objects in Unity
Transform Tools Z-Depth Settings
Our First Level
Positioning GameObjects Manually Using the Snap Settings to Position GameObjects Using Grid Snapping to Position GameObjects Efficient Level Design Adding Sorting Elements
Continuing On Summary Exercises
5. The Basics of Movement and Player Control
Coding in Unity3D
The Three Languages Choosing the “Right” Language
Making the Player Go
Different Ways of Handling Movement Creating and Hooking Up Our PlayerController
Setting Up a Basic Follow-Cam Introducing the Input Manager Error Handling and Debugging
Handling Exceptions Try-Catch-Finally—Gracefully Handling Exceptions Debug.Log() Is Your Friend Using Breakpoints to Halt Code Execution
Summary Exercises
6. Adding Animations to Our Scene
Some Rules for Animation
Animation Principles 2D versus 3D Animation Transform versus Frame Animation Scripted Animations Imported Animations
Creating Animations
Animation Component Animation Clip Animation Window Animation Events
Animation States
Animator Controller Animator Component Animator Window Editing the Player Controller
Working with the State Machine
Transitions Any State Blend Trees
Summary Exercises
7. Setting Up Player Physics and Colliders
Understanding Physics
Mass Gravity Force
2D versus 3D
6DoF Z-Depth Rotations
Physics 2D Settings
General Physics Settings Layer Collision Matrix
Rigidbodies Colliders
Circle Collider Box Collider Edge Collider Polygon Collider
Physics Materials Constraints Summary Exercise
8. Creating and Applying Gameplay Systems
Trigger Volumes in Unity
Trigger2D Functions Adding Trigger Components to GameObjects
Creating Checkpoints
Scripting the Checkpoint Component Sizing and Placing Our Checkpoint Trigger
Using Checkpoints with Respawn
Preparing the Pit Trigger Volume Scripting the Pit Trigger Component
Creating Collectibles
Preparing the Floating Coin Prefabs for Collection Scripting the CoinPickup Component Preparing the Popped Coin Prefabs for Collection Preparing the Coin Box Prefabs Scripting the Coin Box Component Scripting the CoinSpawner Component Hooking It All Together A Touch of Polish
Tracking the Player’s Stats Summary Exercises
9. Creating Hazards and Crafting Difficulty
Creating Your First Enemy
Preparing the Slime Enemy GameObject Inheritance and the EnemyController Component Scripting the Enemy Slime Component Adding Walls to the Level Handling Collision with Other Slimes Adding Animation to the Slime
Dealing Damage
Scripting Damage into the PlayerStats Component Creating the Damage Trigger Passing through the Player’s Space Adding Damage to the Pits Adding Temporary Immunity Post-Damage Visually Representing Immunity, the Classical Way
Handling Player Death Expanding on Platforming
Preparing the Moving Platform Prefab Scripting the Flight Points Component
Creating Your Second Enemy
Preparing the Fly Enemy GameObject Adding Animation to the Fly Scripting the FlyController Component Adjusting the FlightPoints Script
Maintaining Your Enemy Arrangements
Preparing the Spawn Trigger Scripting the Spawn Trigger Component
A Few Words on Challenge Summary Exercises
10. Creating the Menus and Interface Elements
UI Design
Diegetic Non-diegetic Meta Spatial
Unity Native GUI
GUI Style GUI Skin GUI Controls Compound Controls GUI Class GUI Layouts GUI Text GUI Texture
Creating a Splash Screen Title Screen Game Over Screen Game Win Screen HUD
Creating the Visuals Creating the Scripts
Summary Exercise
11. Applying Effects to the GameObjects
Introducing the Shuriken Particle System
Terms to Know Creating a Particle System
Modules and Properties of a Particle System
Base Particle System Properties Other Particle System Modules Particle System Curves
Adding Particle Effects to the Game
Creating a Particle Effect for Coin Boxes Hooking Up the Coin Box Particle Effect Creating a Particle Effect for Damage Calling the Damage Particle System from Code Having a Little Particle Fun
Unity’s Audio System
The Audio Source Component The Audio Listener Component The Audio Reverb Zone Component
Adding Sound to the Player
Adding Footsteps to the Walk Cycle Adding Sound to the Jump Event Adding Sound to the Damage Event
Adding Sound to the Collectible System
Applying Sound to the Coin Box Applying Sound to Coin Collection
Applying Some Extra Polish
Cleaning Up the Camera Cleaning Up Player Death
Summary Exercises
12. Organization and Optimization
Organizing Assets
Organizing Our Prefabs Labels Hierarchy
Organizing Scripts and Code
Organizing the Script Files Organizing the Code
Optimizations
Prefabs Physics Draw Calls Triangle Count Batching Rendering Statistics Window
Summary Exercises
13. Bringing It All Together
Tying the Levels Together
Preparing the Victory Trigger Prefab Creating the Victory Trigger Script Retrieving the Coin Value
Hooking Up the Intro Screens Win or Lose: Getting Back into the Action
Recovering from Game Over Starting Over from a Win
Building and Deploying the Game
Web Player’s Build Settings PC, Mac, and Linux Standalone Build Settings Cross-Platform Player Settings Web Player’s Player Settings The Right Settings for the Job Building the Game for the Web Player Deploying the Game to the Web Post-Deployment
Moving Forward
Polish Considerations Monetization
Final Words
14. UGUI
UGUI Components Creating Our Example Interface
Canvas Component Rect Transform UI Rect Tool Adding the Mask The Event System and Event Triggers
Summary
Appendix: JavaScript Code Samples
Player Scripts Collectible Scripts Enemy Scripts Game System Scripts GUI Scripts Hazard Scripts System Scripts
Index Code Snippets
  • ← Prev
  • Back
  • Next →
  • ← Prev
  • Back
  • Next →

Chief Librarian: Las Zenow <zenow@riseup.net>
Fork the source code from gitlab
.

This is a mirror of the Tor onion service:
http://kx5thpx2olielkihfyo4jgjqfb7zx7wxr3sd4xzt26ochei4m6f7tayd.onion