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Index
Title Page Copyright and Credits
About Packt
Why subscribe?
Contributors
About the author About the reviewer 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 Code in Action Conventions used Get in touch Reviews
Setting Up and Structuring Our Project
The core exam skills covered in this chapter Technical requirements The six core objectives Programming core interactions Overview of design patterns The SOLID principles Single responsibility principle pen/closed principle Interface segregation principle Dependency inversion principle Designing the Killer Wave game The Killer Wave game framework Framework Starting our project through Unity Hub Collaborate  Summary
Adding and Manipulating Objects
Technical requirements  Unity project Creating prefabs Enemy prefab and custom tags Creating the player's bullet prefab Creating and applying a material to the player's bullet Adding a light to the player's bullet Adding Rigidbody components and fixing game objects Saving and publishing our work Setting up our camera Updating our camera properties via a script Setting up our light Updating our light properties via a script Introducing our interface – IActorTemplate Introducing our ScriptableObject – SOActorModel Creating a PlayerSpawner ScriptableObject asset Creating an EnemySpawner ScriptableObject asset Creating a PlayerBullet ScriptableObject Asset Setting up our Player, PlayerSpawner, and PlayerBullet scripts Setting up our PlayerSpawner script Creating the PlayerSpawner game object Setting up our Input Manager Setting up our Player script Colliding with an enemy – OnTriggerEnter Setting up our PlayerBullet script Setting up our EnemySpawner and Enemy scripts Adding our script to the EnemySpawner game object Setting up our enemy script Summary
Managing Scripts and Taking a Mock Test
Technical requirements Adding a Singleton design pattern Setting up our ScenesManager script Adding the ResetScene() method Adding the GameOver() method Adding the ethod Adding scenes to our Build Settings window Updating our GameManager script Creating lives for the player Scoring enemy hits Preparing the code for the ScoreManager script Setting up our ScoreManager script Creating sounds for the player's bullets Summary Mock test
Applying Art, Animation, and Particles
Technical requirements Adding visuals to the player's ship prefab Creating a material for our player's ship prefab Applying maps to our PlayerShip material Adding neon lights to our PlayerShip prefab Adding particles to our PlayerShip prefab Creating a particle effect Setting up the Emission section of our particle system Setting up the Shape section of our particle system Setting up the Force over Lifetime section of our particle system Setting up the Renderer section of our particle system Setting up the Texture Sheet Animation section of our particle system Importing and animating the background Adding an animator controller Creating states in the animator controller Animation Animating our three-dimensional enemies Summary
Creating a Shop Scene for Our Game
Technical requirements Introducing our shop scripts Importing and calibrating our sprite game object Displaying credit on our itemText game object Project files diagnosis when making SelectionQuad Customizing our shop selection Creating selection templates Customizing our player ship's upgrade selection Selecting game objects with raycasts Adding information to our description panel Summary
Purchasing In-Game Items and Advertisements
Technical requirements Buying upgrades for our player's ship Updating visual representations of our player's ship Preparing our player's ship to be used in the game Buying items, watching adverts, and preparing to start a game Setting up the BUY? button Setting up the START button Setting up the WATCH AD button Connecting Unity ads to our game Attaching Unity reward adverts to our script
Creating a Game Loop and Mock Test
Technical requirements Transitioning our player ship Adding variables to our PlayerTransition script Adding methods/functions to our PlayerTransition script Adding if statement checks Adding content to the PlayerMovement IEnumerator Moving the player ship out of the screen Expanding our ScenesManager script  Adding a game level timer Beginning, resetting, and skipping levels Preparing to loop our game Setting up the BootUp scene Setting up the title and gameOver scenes Demonstrating that the game loop is complete Summary Mock test
Adding Custom Fonts and UI
Technical requirements Introducing the Canvas and UI Applying text and images to our scenes Improving our title scene Duplicating our game objects Preparing to animate UI game objects Animating our UI level title Animating the 2D text component Animating the Image component's center strip Copying and pasting art, text, and animation into other scenes  Summary
Creating a 2D Shop Interface and In-Game HUD
Technical requirements Setting up our HUD Displaying the player's lives Adding a Horizontal Layout Group component to our game object Creating images to represent our life count Coding our UI life counter Displaying the player's score Creating a mini-map Creating and adding layers to our player and enemy game objects Adding and customizing our Render Texture  Adding and customizing our second camera Making our shop scene support alternative screen ratios Upgrading our shop selection Preparing our shop scene to go 2D Adding layout group components Adding UI buttons Adding the outline game object Adding the backPanel game object Adding the selection game object Adding the powerUpImage game object Adding the itemText game object Applying and modifying our shop scripts Reviewing the button's results Creating the advert and start buttons Adding the BUY? button Replacing our textBoxPanel game object Upgrading the PlayerShipBuild script Removing the old shop scene's code Reviewing code  REMOVED 01 Reviewing code REMOVED 02 Reviewing code  REMOVED 03 Reviewing code  REMOVED 04 Reviewing code REMOVED 05 Adding methods to our PlayerShipBuild script Applying trigger events to call methods Summary
Pausing the Game, Altering Sound, and a Mock Test
Core exam skills covered in this chapter Technical requirements Applying and adjusting level music Updating our GameManager prefab Preparing states for our game music Implementing our game's music states Using StartCoroutine with our music states Creating a pause screen Volume UI slider Adding a game pause button Creating our PauseComponent script  PauseScreen basic setup and PauseButton functionality  Resuming or quitting the game from the pause screen Pausing player and enemies Summary Mock test
Storing Data and Audio Mixer
Technical requirements Using the Audio Mixer Attaching Audio Mixer to UI sliders Storing data PlayerPrefs and volume settings JSON and storing game stats Adding JSON variables Exploring Unity Analytics and Remote Settings Analytic events Core Events Standard Events Application Custom Events Transaction Events Remote Settings Summary
NavMesh, Timeline, and a Mock Test
The core exam skills covered in this chapter Technical requirements Preparing the final scene Developing AI with NavMesh Customizing our agents – NavMeshAgent Adding a capsule collider to our fleeing enemy Creating our fleeing enemy script Exploring the timeline Creating a timeline Setting up the boss game object in our scene Preparing boss for the timeline Animating the boss in the timeline – phase one Animating the boss in the timeline – phase two Extending the timeline Adding Default Playables to the project Manipulating light components in the timeline Summary Mock test
Effects, Testing, Performance, and Alt Controls
Core exam skills being covered in this chapter Technical requirements Applying physics with RigidBody Customizing for different platforms Navigating and firing the player's ship with the touch screen Extending screen ratio support Preparing to build Killer Wave for mobile Setting up the lighting for Killer Waves for Android Stopping involuntary player controls Final optimizations for Killer Wave Reducing texture sizes and compression Adding explosions to our players and enemies Setting up the build settings for Android Applying PC visual improvements Post-processing Installing post-processing Preparing and applying post-processing to our title and level scenes Post-processing effects (overrides) Bloom Chromatic Aberration Color Grading Anti-aliasing modes Creating and applying post-processing profiles Adding global illumination and other settings Adding art assets to our shop scene Reflection probe Building and testing our game Tackling bugs Bug report  "Standalone AD button" Bug report  "Resetting player's lives" Bug report  "Slower systems on level 3" Bug report  "Sometimes, the game ends too quickly" Understanding the Profiler Frame Debugger Tackling bugs answers Bug report  "Standalone AD button" solution Bug report  "Resetting player's lives" solution Bug report  "Slower systems on level 3" solution Bug report  "Sometimes, the game ends too quickly" solution Summary
Full Unity Programmer Mock Exam
Full mock exam
Appendix
Developing for Virtual Reality Unity's current networking setup Closing suggestions for the game/exam Installing the post-processing package in Unity 2018.1+ Rendering paths Adding/optimizing Killer Wave Mock answers Full mock 
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