Table of Contents for
Unity in Action, Second Edition

Version ebook / Retour

Cover image for bash Cookbook, 2nd Edition Unity in Action, Second Edition by Joseph Hocking Published by Manning Publications, 2018
  1. Cover
  2. Unity in Action
  3. Praise for the First Edition
  4. Titlepage
  5. Copyright
  6. foreword
  7. preface
  8. acknowledgments
  9. about this book
  10. about the author
  11. about the cover illustration
  12. Part 1: First steps
  13. Chapter 1: Getting to know Unity
  14. Chapter 2: Building a demo that puts you in 3D space
  15. Chapter 3: Adding enemies and projectiles to the 3D game
  16. Chapter 4: Developing graphics for your game
  17. Part 2: Getting comfortable
  18. Chapter 5: Building a Memory game using Unity’s 2D functionality
  19. Chapter 6: Creating a basic 2D platformer
  20. Chapter 7: Putting a GUI onto a game
  21. Chapter 8: Creating a third-person 3D game: player movement and animation
  22. Chapter 9: Adding interactive devices and items within the game
  23. Part 3: Strong finish
  24. Chapter 10: Connecting your game to the internet
  25. Chapter 11: Playing audio: sound effects and music
  26. Chapter 12: Putting the parts together into a complete game
  27. Chapter 13: Deploying your game to players’ devices
  28. afterword
  29. Appendix A: Scene navigation and keyboard shortcuts
  30. Appendix B: External tools used alongside Unity
  31. Appendix C: Modeling a bench in Blender
  32. Appendix D: Online learning resources
  33. Index
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Praise for the First Edition

contents

  1. Praise for the First Edition
  2. Titlepage
  3. Copyright
  4. foreword
  5. preface
  6. acknowledgments
  7. about this book
    1. Roadmap
    2. Code conventions, requirements, and downloads
    3. Book forum
  8. about the author
  9. about the cover illustration
  10. Part 1: First steps
    1. Chapter 1: Getting to know Unity
      1. 1.1 Why is Unity so great?
        1. 1.1.1 Unity's strengths and advantages
        2. 1.1.2 Downsides to be aware of
        3. 1.1.3 Example games built with Unity
      2. 1.2 How to use Unity
        1. 1.2.1 Scene view, Game view, and the Toolbar
        2. 1.2.2 Using the mouse and keyboard
        3. 1.2.3 The Hierarchy view and the Inspector panel
        4. 1.2.4 The Project and Console tabs
      3. 1.3 Getting up and running with Unity programming
        1. 1.3.1 How code runs in Unity: script components
        2. 1.3.2 Using MonoDevelop, the cross-platform IDE
        3. 1.3.3 Printing to the console: Hello World!
      4. Summary
    2. Chapter 2: Building a demo that puts you in 3D space
      1. 2.1 Before you start …
        1. 2.1.1 Planning the project
        2. 2.1.2 Understanding 3D coordinate space
      2. 2.2 Begin the project: place objects in the scene
        1. 2.2.1 The scenery: floor, outer walls, and inner walls
        2. 2.2.2 Lights and cameras
        3. 2.2.3 The player’s collider and viewpoint
      3. 2.3 Making things move: a script that applies transforms
        1. 2.3.1 Visualizing how movement is programmed
        2. 2.3.2 Writing code to implement the diagram
        3. 2.3.3 Local vs. global coordinate space
      4. 2.4 Script component for looking around: MouseLook
        1. 2.4.1 Horizontal rotation that tracks mouse movement
        2. 2.4.2 Vertical rotation with limits
        3. 2.4.3 Horizontal and vertical rotation at the same time
      5. 2.5 Keyboard input component: first-person controls
        1. 2.5.1 Responding to keypresses
        2. 2.5.2 Setting a rate of movement independent of the computer’s speed
        3. 2.5.3 Moving the CharacterController for collision detection
        4. 2.5.4 Adjusting components for walking instead of flying
      6. Summary
    3. Chapter 3: Adding enemies and projectiles to the 3D game
      1. 3.1 Shooting via raycasts
        1. 3.1.1 What is raycasting?
        2. 3.1.2 Using the ScreenPointToRay command for shooting
        3. 3.1.3 Adding visual indicators for aiming and hits
      2. 3.2 Scripting reactive targets
        1. 3.2.1 Determining what was hit
        2. 3.2.2 Alert the target that it was hit
      3. 3.3 Basic wandering AI
        1. 3.3.1 Diagramming how basic AI works
        2. 3.3.2 “Seeing” obstacles with a raycast
        3. 3.3.3 Tracking the character’s state
      4. 3.4 Spawning enemy prefabs
        1. 3.4.1 What is a prefab?
        2. 3.4.2 Creating the enemy prefab
        3. 3.4.3 Instantiating from an invisible SceneController
      5. 3.5 Shooting by instantiating objects
        1. 3.5.1 Creating the projectile prefab
        2. 3.5.2 Shooting the projectile and colliding with a target
        3. 3.5.3 Damaging the player
      6. Summary
    4. Chapter 4: Developing graphics for your game
      1. 4.1 Understanding art assets
      2. 4.2 Building basic 3D scenery: whiteboxing
        1. 4.2.1 Whiteboxing explained
        2. 4.2.2 Drawing a floor plan for the level
        3. 4.2.3 Laying out primitives according to the plan
      3. 4.3 Texture the scene with 2D images
        1. 4.3.1 Choosing a file format
        2. 4.3.2 Importing an image file
        3. 4.3.3 Applying the image
      4. 4.4 Generating sky visuals using texture images
        1. 4.4.1 What is a skybox?
        2. 4.4.2 Creating a new skybox material
      5. 4.5 Working with custom 3D models
        1. 4.5.1 Which file format to choose?
        2. 4.5.2 Exporting and importing the model
      6. 4.6 Creating effects using particle systems
        1. 4.6.1 Adjusting parameters on the default effect
        2. 4.6.2 Applying a new texture for fire
        3. 4.6.3 Attaching particle effects to 3D objects
      7. Summary
  11. Part 2: Getting comfortable
    1. Chapter 5: Building a Memory game using Unity’s 2D functionality
      1. 5.1 Setting everything up for 2D graphics
        1. 5.1.1 Preparing the project
        2. 5.1.2 Displaying 2D images (aka sprites)
        3. 5.1.3 Switching the camera to 2D mode
      2. 5.2 Building a card object and making it react to clicks
        1. 5.2.1 Building the object out of sprites
        2. 5.2.2 Mouse input code
        3. 5.2.3 Revealing the card on click
      3. 5.3 Displaying the various card images
        1. 5.3.1 Loading images programmatically
        2. 5.3.2 Setting the image from an invisible SceneController
        3. 5.3.3 Instantiating a grid of cards
        4. 5.3.4 Shuffling the cards
      4. 5.4 Making and scoring matches
        1. 5.4.1 Storing and comparing revealed cards
        2. 5.4.2 Hiding mismatched cards
        3. 5.4.3 Text display for the score
      5. 5.5 Restart button
        1. 5.5.1 Programming a UIButton component using SendMessage
        2. 5.5.2 Calling LoadScene from SceneController
      6. Summary
    2. Chapter 6: Creating a basic 2D platformer
      1. 6.1 Setting up the graphics
        1. 6.1.1 Placing the walls and floor
        2. 6.1.2 Importing sprite sheets
      2. 6.2 Moving the player left and right
        1. 6.2.1 Writing keyboard controls
        2. 6.2.2 Colliding with the walls
      3. 6.3 Playing the sprite’s animation
        1. 6.3.1 Explaining the Mecanim animation system
        2. 6.3.2 Triggering animations from code
      4. 6.4 Adding the ability to jump
        1. 6.4.1 Falling from gravity
        2. 6.4.2 Applying an upward impulse
        3. 6.4.3 Detecting the ground
      5. 6.5 Additional features for a platform game
        1. 6.5.1 Unusual floors: slopes and one-way platforms
        2. 6.5.2 Implementing moving platforms
        3. 6.5.3 Camera control
      6. Summary
    3. Chapter 7: Putting a GUI onto a game
      1. 7.1 Before you start writing code …
        1. 7.1.1 Immediate mode GUI or advanced 2D interface?
        2. 7.1.2 Planning the layout
        3. 7.1.3 Importing UI images
      2. 7.2 Setting up the GUI display
        1. 7.2.1 Creating a canvas for the interface
        2. 7.2.2 Buttons, images, and text labels
        3. 7.2.3 Controlling the position of UI elements
      3. 7.3 Programming interactivity in the UI
        1. 7.3.1 Programming an invisible UIController
        2. 7.3.2 Creating a pop-up window
        3. 7.3.3 Setting values using sliders and input fields
      4. 7.4 Updating the game by responding to events
        1. 7.4.1 Integrating an event system
        2. 7.4.2 Broadcasting and listening for events from the scene
        3. 7.4.3 Broadcasting and listening for events from the HUD
      5. Summary
    4. Chapter 8: Creating a third-person 3D game: player movement and animation
      1. 8.1 Adjusting the camera view for third-person
        1. 8.1.1 Importing a character to look at
        2. 8.1.2 Adding shadows to the scene
        3. 8.1.3 Orbiting the camera around the player character
      2. 8.2 Programming camera-relative movement controls
        1. 8.2.1 Rotating the character to face movement direction
        2. 8.2.2 Moving forward in that direction
      3. 8.3 Implementing the jump action
        1. 8.3.1 Applying vertical speed and acceleration
        2. 8.3.2 Modifying the ground detection to handle edges and slopes
      4. 8.4 Setting up animations on the player character
        1. 8.4.1 Defining animation clips in the imported model
        2. 8.4.2 Creating the animator controller for these animations
        3. 8.4.3 Writing code that operates the animator
      5. Summary
    5. Chapter 9: Adding interactive devices and items within the game
      1. 9.1 Creating doors and other devices
        1. 9.1.1 Doors that open and close on a keypress
        2. 9.1.2 Checking distance and facing before opening the door
        3. 9.1.3 Operating a color-changing monitor
      2. 9.2 Interacting with objects by bumping into them
        1. 9.2.1 Colliding with physics-enabled obstacles
        2. 9.2.2 Operating the door with a trigger object
        3. 9.2.3 Collecting items scattered around the level
      3. 9.3 Managing inventory data and game state
        1. 9.3.1 Setting up player and inventory managers
        2. 9.3.2 Programming the game managers
        3. 9.3.3 Storing inventory in a collection object: List vs. Dictionary
      4. 9.4 Inventory UI for using and equipping items
        1. 9.4.1 Displaying inventory items in the UI
        2. 9.4.2 Equipping a key to use on locked doors
        3. 9.4.3 Restoring the player’s health by consuming health packs
      5. Summary
  12. Part 3: Strong finish
    1. Chapter 10: Connecting your game to the internet
      1. 10.1 Creating an outdoor scene
        1. 10.1.1 Generating sky visuals using a skybox
        2. 10.1.2 Setting up an atmosphere that’s controlled by code
      2. 10.2 Downloading weather data from an internet service
        1. 10.2.1 Requesting HTTP data using coroutines
        2. 10.2.2 Parsing XML
        3. 10.2.3 Parsing JSON
        4. 10.2.4 Affecting the scene based on weather data
      3. 10.3 Adding a networked billboard
        1. 10.3.1 Loading images from the internet
        2. 10.3.2 Displaying images on the billboard
        3. 10.3.3 Caching the downloaded image for reuse
      4. 10.4 Posting data to a web server
        1. 10.4.1 Tracking current weather: sending post requests
        2. 10.4.2 Server-side code in PHP
      5. Summary
    2. Chapter 11: Playing audio: sound effects and music
      1. 11.1 Importing sound effects
        1. 11.1.1 Supported file formats
        2. 11.1.2 Importing audio files
      2. 11.2 Playing sound effects
        1. 11.2.1 Explaining what’s involved: Audio Clip vs. Source vs. Listener
        2. 11.2.2 Assigning a looping sound
        3. 11.2.3 Triggering sound effects from code
      3. 11.3 Audio control interface
        1. 11.3.1 Setting up the central AudioManager
        2. 11.3.2 Volume control UI
        3. 11.3.3 Playing UI sounds
      4. 11.4 Background music
        1. 11.4.1 Playing music loops
        2. 11.4.2 Controlling music volume separately
        3. 11.4.3 Fading between songs
      5. Summary
    3. Chapter 12: Putting the parts together into a complete game
      1. 12.1 Building an action RPG by repurposing projects
        1. 12.1.1 Assembling assets and code from multiple projects
        2. 12.1.2 Programming point-and-click controls: movement and devices
        3. 12.1.3 Replacing the old GUI with a new interface
      2. 12.2 Developing the overarching game structure
        1. 12.2.1 Controlling mission flow and multiple levels
        2. 12.2.2 Completing a level by reaching the exit
        3. 12.2.3 Losing the level when caught by enemies
      3. 12.3 Handling the player’s progression through the game
        1. 12.3.1 Saving and loading the player’s progress
        2. 12.3.2 Beating the game by completing three levels
      4. Summary
    4. Chapter 13: Deploying your game to players’ devices
      1. 13.1 Start by building for the desktop: Windows, Mac, and Linux
        1. 13.1.1 Building the application
        2. 13.1.2 Adjusting Player Settings: setting the game’s name and icon
        3. 13.1.3 Platform-dependent compilation
      2. 13.2 Building for the web
        1. 13.2.1 Unity Player vs. HTML5/WebGL
        2. 13.2.2 Building the game embedded in a web page
        3. 13.2.3 Communicating with JavaScript in the browser
      3. 13.3 Building for mobile: iOS and Android
        1. 13.3.1 Setting up the build tools
        2. 13.3.2 Texture compression
        3. 13.3.3 Developing plug-ins
      4. Summary
  13. afterword
    1. Game design
    2. Marketing your game
  14. Appendix A: Scene navigation and keyboard shortcuts
    1. A.1 Scene navigation using the mouse
    2. A.2 Commonly used keyboard shortcuts
  15. Appendix B: External tools used alongside Unity
    1. B.1 Programming tools
      1. B.1.1 Visual Studio
      2. B.1.2 Xcode
      3. B.1.3 Android SDK
      4. B.1.4 SVN, Git, or Mercurial
    2. B.2 3D art applications
      1. B.2.1 Maya
      2. B.2.2 3ds Max
      3. B.2.3 Blender
      4. B.2.4 SketchUp
    3. B.3 2D image editors
      1. B.3.1 Photoshop
      2. B.3.2 GIMP
      3. B.3.3 TexturePacker
      4. B.3.4 Aseprite, Pyxel Edit
    4. B.4 Audio software
      1. B.4.1 Pro Tools
      2. B.4.2 Audacity
  16. Appendix C: Modeling a bench in Blender
    1. Building the mesh geometry
    2. Texture-mapping the model
  17. Appendix D: Online learning resources
    1. Additional tutorials
    2. Code libraries
  18. Index

List of Tables

  1. Table 4.2: 2D image file formats supported by Unity
  2. Table 4.3: 3D Model file formats supported by Unity
  3. Table 8.1: Conditions for all transitions in this animation controller
  4. Table 11.1: Audio file formats supported by Unity
  5. Table A.1: Scene navigation controls for various kinds of mice
  6. Table A.2: Useful keyboard shortcuts
  7. Table 4.1: Types of art assets

List of Illustrations

  1. Figure 1.1
  2. Figure 1.2
  3. Figure 1.3
  4. Figure 1.4
  5. Figure 1.5
  6. Figure 1.6
  7. Figure 1.7
  8. Figure 1.8
  9. Figure 1.9
  10. Figure 1.10
  11. Figure 1.11
  12. Figure 1.12
  13. Figure 1.13
  14. Figure 1.14
  15. Figure 1.15
  16. Figure 1.16
  17. Figure 2.1
  18. Figure 2.2
  19. Figure 2.3
  20. Figure 2.4
  21. Figure 2.5
  22. Figure 2.6
  23. Figure 2.7
  24. Figure 2.8
  25. Figure 2.9
  26. Figure 2.10
  27. Figure 2.11
  28. Figure 2.12
  29. Figure 2.13
  30. Figure 2.14
  31. Figure 2.15
  32. Figure 3.1
  33. Figure 3.2
  34. Figure 3.3
  35. Figure 3.4
  36. Figure 3.5
  37. Figure 3.6
  38. Figure 3.7
  39. Figure 3.8
  40. Figure 3.9
  41. Figure 3.10
  42. Figure 3.11
  43. Figure 3.12
  44. Figure 4.1
  45. Figure 4.2
  46. Figure 4.3
  47. Figure 4.4
  48. Figure 4.5
  49. Figure 4.6
  50. Figure 4.7
  51. Figure 4.8
  52. Figure 4.9
  53. Figure 4.10
  54. Figure 4.11
  55. Figure 4.12
  56. Figure 4.13
  57. Figure 4.14
  58. Figure 4.15
  59. Figure 4.16
  60. Figure 4.17
  61. Figure 4.18
  62. Figure 4.19
  63. Figure 4.20
  64. Figure 4.21
  65. Figure 4.22
  66. Figure 4.23
  67. Figure 5.1
  68. Figure 5.2
  69. Figure 5.3
  70. Figure 5.4
  71. Figure 5.5
  72. Figure 5.6
  73. Figure 5.7
  74. Figure 5.8
  75. Figure 5.9
  76. Figure 5.10
  77. Figure 5.11
  78. Figure 6.1
  79. Figure 6.2
  80. Figure 6.3
  81. Figure 6.4
  82. Figure 6.5
  83. Figure 6.6
  84. Figure 6.7
  85. Figure 6.8
  86. Figure 6.9
  87. Figure 6.10
  88. Figure 6.11
  89. Figure 7.1
  90. Figure 7.2
  91. Figure 7.3
  92. Figure 7.4
  93. Figure 7.5
  94. Figure 7.6
  95. Figure 7.7
  96. Figure 7.8
  97. Figure 7.9
  98. Figure 7.10
  99. Figure 7.11
  100. Figure 7.12
  101. Figure 7.13
  102. Figure 7.14
  103. Figure 7.15
  104. Figure 7.16
  105. Figure 7.17
  106. Figure 8.1
  107. Figure 8.2
  108. Figure 8.3
  109. Figure 8.4
  110. Figure 8.5
  111. Figure 8.6
  112. Figure 8.7
  113. Figure 8.8
  114. Figure 8.9
  115. Figure 8.10
  116. Figure 8.11
  117. Figure 8.12
  118. Figure 8.13
  119. Figure 8.14
  120. Figure 8.15
  121. Figure 8.16
  122. Figure 8.17
  123. Figure 8.18
  124. Figure 9.1
  125. Figure 9.2
  126. Figure 9.3
  127. Figure 9.4
  128. Figure 9.5
  129. Figure 9.6
  130. Figure 9.7
  131. Figure 9.8
  132. Figure 9.9
  133. Figure 10.1
  134. Figure 10.2
  135. Figure 10.3
  136. Figure 10.4
  137. Figure 10.5
  138. Figure 10.6
  139. Figure 10.7
  140. Figure 11.1
  141. Figure 11.2
  142. Figure 11.3
  143. Figure 11.4
  144. Figure 11.5
  145. Figure 12.1
  146. Figure 12.2
  147. Figure 12.3
  148. Figure 12.4
  149. Figure 12.5
  150. Figure 12.6
  151. Figure 12.7
  152. Figure 12.8
  153. Figure 12.9
  154. Figure 13.1
  155. Figure 13.2
  156. Figure 13.3
  157. Figure 13.4
  158. Figure 13.5
  159. Figure 13.6
  160. Figure 13.7
  161. Figure C.1
  162. Figure C.2
  163. Figure C.3
  164. Figure C.4
  165. Figure C.5
  166. Figure C.6
  167. Figure C.7
  168. Figure C.8
  169. Figure C.9
  170. Figure C.10
  171. Figure C.11
  172. Figure C.12

Guide

  1. Cover
  2. Front Matter
  3. foreword
  4. preface
  5. Part 1: First steps
  6. Chapter 1: Getting to know Unity
  7. Start Reading

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  363. 352
  364. 353
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