Unity Apprentice

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In this book, you’ll learn how to build 3D games using Unity - one of the most popular cross-platform game engines available today. The book will first describe the most commonly used features of the Unity Editor and the Unity Hub. It’ll then go on to describe how you build three separate, but related, games that collectively cover the most important aspects of game development. These include scene creation, detecting and managing collisions, user interface design and building, scripting, navigation, camera control, object pooling and animation. The book also describes some of the best practices you should use to get the best out of Unity, and how to make your games run in the most efficient way, enabling you to focus on the fun part: making a great game that your players will enjoy!

Author(s): Matt Larson; Ben MacKinnon; Eric Van de Kerckhove
Publisher: Razeware LLC
Year: 2022

Language: English
Pages: 274

What You Need
Dedications
Book Source Code & Forums
About the Team
About the Authors
About the Editors
About the Artists
Chapter 1: Getting Started
Why use Unity?
Requirements and expectations
What’s ahead
Key points
Where to go from here?
Chapter 2: Installing & Using the Unity Editor
Introduction
Installing the Unity Hub
Start a new project
Unity Editor
Publishing a game
Key points
Chapter 3: GameObjects & Prefabs
Getting started
GameObjects
Components
Prefabs
Making it all come together
Key points
Chapter 4: Creating & Using Scripts With C#
Scripting with C#
Scripting fundamentals
Your first script
Using scripts with other components
Key points
Chapter 5: Setting Up a Scene
Getting started
Camera
Lighting a scene
Adding characters
Key points
Chapter 6: Input & Collisions
Input systems
Setting up the new input system
Linking input to movement
Physics
Key points
Chapter 7: User Interfaces
Title screen overview
Canvas
Adding UI elements
Interaction system
Key points
Chapter 8: Scriptable Objects
Dialogue user interface
Dialogue manager overview
Creating a dialogue system
Lines of dialogue
Conversations
Dialogue starter component
Improving the dialogue manager
Handling questions
Key points
Chapter 9: Basic AI & Navigation
Introduction to the Arena
Game logic
Game state
Common pitfalls with NavMesh Agents
Key points
Where to go from here?
Chapter 10: Advanced Camera Controls With Cinemachine
Introduction
Cinemachine Components
Challenges
Key points
Chapter 11: Asynchronous Functions, Coroutines & Object Pooling
Introduction
Timed destruction of GameObjects
Synchronous and asynchronous functions
Understanding coroutines
Object pooling
How to implement object pooling
Complete the ObjectPool
Creating an object pool for projectiles
Updating the projectile launch
Creating an object pool for the enemies
Key points
Chapter 12: Basic Animation Principles
Introduction to Unity animation types
Introducing the kitchen
Deciding on how to animate your GameObjects
Building a tween library
Setting up a basic animation
Key points
Chapter 13: Advanced Animation Principles
Animator component
Importing the animations as states
Animator transitions
Animator parameters
Animator triggers
Challenge
Key points
Chapter 14: Advanced Scriptable Objects
Scriptable objects as data containers
Scriptable Objects as events
Expanding Chef’s repertoire
Challenge
Key points
Chapter 15: Conclusion