Beginning 3D Game Development with Unity 4: All-in-one, multi-platform game development (Technology in Action)

Beginning 3D Game Development with Unity 4: All-in-one, multi-platform game development (Technology in Action)

Language: English

Pages: 808

ISBN: 1430248998

Format: PDF / Kindle (mobi) / ePub

Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production.

This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design.

  • The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand.
  • In the second part, you'll build the foundations of a point-and-click style first-person adventure game―including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map.
  • With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design.

By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.

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your simple test scene has a few objects in it, you should save it. 11. From the File menu, select Save Scene, then repeat to Save Project. ■■Tip  While it is not always necessary to save the project as well as the scene, it is a safe habit to get into. You won’t be reminded to save often, but you should do so regularly to prevent data loss in case of mishaps. Changes in the Hierarchy, whether directly or in scene object parameters, require a scene save. Changes in project settings or asset

Started Sub-Objects of a Mesh Unity does not provide easy access to the sub-objects of a mesh, but you can affect them through scripting, so it is worth looking into what makes a mesh. • Vertex: A vertex is the smallest sub-object, a point in space. Since vertices are little more than locations, they are not drawn. They can, however, contain information about color, opacity, and lighting, for example. • Edges: Edges are the straight lines between vertices. It is worth noting that in most 3D

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[AddComponentMenu("Camera-Control/Mouse Look Restricted")] public class MouseLookRestricted : MonoBehaviour {   Save the script. The Console should clear itself of error messages. Line 17 is interesting in that it shows how scripts can add to the Component menu for easy access. 15. From the Component menu ➤ Camera-Control, observe the new entry, Mouse Look Restricted, shown in Figure 5-17. Figure 5-17.  The new menu item 155 Chapter 5 ■ Navigation and Functionality 16. Stop Play

mix. The Monkey Island series, carried on by TellTale Games, has mastered the art. Many objects, once found, immediately suggest their purpose, but when used, tend to surprise the player with something unexpectedly entertaining, in addition to the anticipated result. As the aim is to reward the player for correct behavior or actions, it is also a good idea to avoid frustrating him. For enjoyable game play, the character can certainly bumble into sticky situations, but he should be able to get

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