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Mastering Unity 2017 Game Development with C#: Create professional games with solid gameplay features and professional-grade workflow

โœ Scribed by Thorn, Alan


Publisher
Packt Publishing
Year
2017
Tongue
English
Leaves
564
Edition
2
Category
Library

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No coin nor oath required. For personal study only.

โœฆ Synopsis


Key Features Become a Unity master by creating a practical, in-depth game-development project with Unity Use advanced C# scripting to unlock the complete potential of Unity 2017 Use Version Control to effectively manage and scale your workflow Book DescriptionDo you want to take the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one stop solution to creating mesmerizing games with lifelike features and amazing gameplay.This book takes an in-depth focus on a practical project with Unity, building a first-person game with many features. Youโ€™ll dive deep into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, weโ€™ll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; and how to work with version control, and more.By the end of this book, youโ€™ll have developed sufficient competency in Unity development to produce fun games with confidence.What you will learn Explore hands-on tasks and real-world scenarios to make a Unity horror adventure game Create enemy characters that act intelligently and make reasoned decisions Use data files to save and restore game data in a way that is platform-agnostic Get started with VR development Use Navigation Meshes, Occlusion Culling, and the Profiler tools Work confidently with GameObjects, Rotations, and Transformations Understand specific gameplay features such as AI enemies, inventory systems, and level design About the AuthorAlan Thornis a multidisciplinary game developer, author, and educator with industry experience of 17 years. He makes games for PC desktop, mobile, and VR. He founded Wax Lyrical Games and created the award-winning Baron Wittard: Nemesis of Ragnarok game, working as designer, programmer, and artist. He has written twenty-three technical books on game development and presented 19 video training courses. These cover game-play programming, Unity development, 3D modeling, and animation. He has worked in games education as a senior lecturer for Teesside University, a lead teacher for Uppingham School, and a visiting lecturer for the London South Bank University. He is currently the head of department for Games Design and Development at the National Film and Television School.

โœฆ Table of Contents


Cover......Page 1
Title Page......Page 2
Copyright......Page 3
Credits......Page 5
About the Author......Page 6
About the Reviewers......Page 7
www.PacktPub.com......Page 8
Customer Feedback......Page 9
Table of Contents......Page 10
Preface......Page 15
Chapter 1: Preparation and Asset Configuring......Page 20
Getting clear on design......Page 22
Target platforms......Page 23
Intended audience......Page 24
Genre......Page 25
Game objective......Page 26
Meshes - Work only with good topology......Page 27
Meshes - Minimize polygon count......Page 29
Meshes - Simulating bump details without geometry......Page 32
Meshes - Minimize UV seams......Page 36
Meshes - Export as FBX......Page 38
Meshes - Use meters scale (metric)......Page 39
Textures - Never use lossy compression......Page 40
Textures - Power of 2 sizes......Page 41
Textures - Alpha textures......Page 43
Asset importing for Dead Keys......Page 44
Importing textures......Page 45
Importing meshes......Page 52
Importing animations......Page 66
Importing audio......Page 71
Configuring materials......Page 73
Summary......Page 75
Chapter 2: Level Design and Structure......Page 76
Setting the scene with a skybox......Page 78
Level building - Modular construction sets......Page 85
Level building - Organization and structure......Page 92
Level design - Tips and tricks......Page 95
Narrative......Page 96
Atmosphere and aesthetic......Page 97
Level lighting - Preparation......Page 98
Baked lighting......Page 99
Dynamic lighting......Page 100
Precomputed global illumination......Page 101
Getting started with lightmapping......Page 102
Baking lightmaps - Resolution and size......Page 106
Baking lightmaps - Details......Page 115
Light Probes......Page 119
Lighting FAQ......Page 126
Navigation mesh......Page 136
Occlusion Culling......Page 144
Creating a player camera......Page 150
Particle systems......Page 155
Music and audio......Page 159
Summary......Page 166
Chapter 3: Player Controls - Movement......Page 167
Player movement......Page 168
Zombie combat......Page 169
Creating player waypoints......Page 170
Animating the camera......Page 172
Configuring an animator graph......Page 185
Working with animation - creating the navigator......Page 197
Customizing and changing MonoDevelop......Page 198
Singletons......Page 204
Comments......Page 205
Connecting to the navigator component......Page 206
Comments......Page 207
Navigator GUI......Page 208
Input axes......Page 212
The canvas......Page 215
The button......Page 218
Coding button behavior......Page 226
Comments......Page 228
Creating player death......Page 232
Comments......Page 235
Summary......Page 236
Chapter 4: Player Controls - Typing and Health......Page 237
Word combat......Page 238
Creating a word list......Page 239
Using Visual Studio Code......Page 241
Creating a WordList class......Page 250
Comments......Page 251
Comments......Page 252
Matching words......Page 253
Comments......Page 254
The Typer object......Page 257
Progressing with the Typer class......Page 268
Comments......Page 278
Health and damage......Page 279
Comments......Page 280
Comments......Page 286
Damage and feedback......Page 291
Player score......Page 295
Bonus items......Page 298
Comments......Page 305
Summary......Page 306
Chapter 5: Enemies and Artificial Intelligence......Page 307
Configuring the zombie character......Page 308
Getting started with the zombie Prefab......Page 311
Planning the zombie Artificial Intelligence......Page 313
Developing state structure......Page 318
Developing an NPC Animator Controller......Page 320
Developing the Idle state......Page 330
Comments......Page 333
Developing the Chase state......Page 334
Developing the Attack state and more......Page 336
Comments......Page 338
Developing the Dead state......Page 346
Zombies and text input......Page 348
Comments......Page 355
Zombies and the Typer class......Page 356
Comments......Page 357
Comments......Page 358
Activating enemies and camera paths......Page 365
Working with Play mode......Page 372
Summary......Page 376
Project management......Page 377
Research, design, and work assessment......Page 378
Task status......Page 379
Testing plan......Page 381
Applied project management using Trello......Page 382
Collaboration with cloud storage......Page 394
Version control using Git......Page 396
Getting started with Git and GitKraken......Page 399
Commits and branches......Page 403
Forward and backward with Git......Page 410
Configuring Unity for version control......Page 413
Reverting and discarding......Page 416
Branches and branching......Page 419
Conflicts and resolving......Page 424
Git and the web......Page 437
Pushing and pulling......Page 443
Cloning......Page 444
Summary......Page 446
Data serialization......Page 447
Player preferences - saving data......Page 452
Player preferences - INI files......Page 458
Comments on iniParser.cs......Page 460
Saving data - XML files......Page 464
Comments......Page 468
Saving data - JSON files......Page 481
Comments......Page 485
Saving data - binary files......Page 490
Comments......Page 493
Saving data for Dead Keys......Page 497
Comments......Page 499
Summary......Page 502
Stats and performance......Page 503
Profiler and performance assessment......Page 507
Strings and comparisons......Page 512
Debug cleaning......Page 513
Optimizing build size......Page 519
Getting started with mobile development......Page 531
Moving forward with mobile development......Page 540
Building for Android......Page 546
Building for VR (Virtual Reality)......Page 552
Summary......Page 558
Index......Page 559


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