3D Game Development With Unity
- Length: 398 pages
- Edition: 1
- Language: English
- Publisher: CRC Pr I Llc
- Publication Date: 2022-04-08
- ISBN-10: 0367349213
- ISBN-13: 9780367349219
- Sales Rank: #0 (See Top 100 Books)
This book teaches beginners and aspiring game developers how to develop 3D games with Unity. Thousands of commercial games have been built with Unity. This book combines a practical, step-by-step approach with explanations of the underlying theory that are reinforced with hundreds of screenshots and several larger projects.
Building on the knowledge developed in 2D Game Development for Unity, this book uses the Blender software for 3D modelling and texturing, GIMP for 2D art, Audacity for sound effects, and MuseScore for music composition and notation. Readers can follow the step-by-step guides and create an introductory racing game, a 3D maze game, and a 3D FPS adventure game as they progress through the chapters. The book contains numerous color illustrations and online access to easily downloadable game assets, code, and project files.
Written to be accessible and easy to follow, this book will be a valuable resource to both beginner and aspiring game developers that want to develop 3D games with Unity.
Franz Lanzinger is an independent game developer, author, and pianist. He is the owner of Lanzinger Studio located in Sunnyvale, California. His game development career spans almost 40 years starting with the coin-op classic Crystal Castles at Atari in 1983, continuing with Ms. Pacman and Toobin’ for the NES, published by Tengen in 1990.
Franz has been an indie game developer since 1991. He worked on SNES Rampart, Championship Pool, and NCAA Final Four Basketball, as well as Gubble for the PC, Mac, and PlayStation. This is Franz’s third book about game development. He is currently working on a remaster of Gubble. In his spare time, he is the piano accompanist for the Valley Chorale and the Serendipity Choir. Go to franzlanzinger.com for the latest news about Franz as well as resources for his books.
Cover Half Title Title Page Copyright Page Table of Contents Acknowledgments Author Introduction and Overview Part I: Basics of 3D Game Development CHAPTER 1 Software Tools YOUR COMPUTERS NOTES FOR MAC USERS VISUAL STUDIO TYPOGRAPHIC CONVENTIONS HELLO WORLD! C UNITY GIMP BLENDER AUDACITY CHAPTER 2 A 3D Game PROJECT SETUP IN UNITY IMPORTING THE TOY CAR MAKING THE WORLD IN BLENDER MAKING TEXTURES IN GIMP MATERIALS IN UNITY IMPROVING THE CAR GAMEPLAY CREATING BUILDINGS WITH THE ARRAY MODIFIER SOUND CHAPTER 3 3D 3D COORDINATES 3D IN BLENDER 3D IN UNITY CAMERA VIEWS 3D ASSETS CHAPTER 4 Designing a 3D Remake THE 2D GAME: DOTGAME REMAKING DOTGAME CONTROLS THE CAMERA CHAPTER 5 3D Dottima Character SETTING UP THE PROJECT MODELING 3D DOTTIMA IN BLENDER TEXTURE PAINTING DOTTIMA CONTROLLING DOTTIMA IN UNITY CHAPTER 6 Blender Modeling and Animation REMAKING DOTROBOT FOR 3D TEXTURING DOTROBOT IMPORTING TO UNITY, PART 1 EXPERIMENTAL RIG RIGGING DOTROBOT REANIMATING DOTROBOT IMPORTING TO UNITY, PART 2 CHAPTER 7 More Art Assets THE UNITY ASSET STORE MILLIONS OF MESHES ON THE WEB FREE TEXTURES 3D MODELS FROM THE 2D GAME 3D PLAYFIELD WITH COLLISIONS CHAPTER 8 First Playable MOVING THE CAMERA THREE LEVELS 3D SPIKERS 3D ARROWS FOR DOTTIMA ARROWS IN UNITY: DOTTIMA INSTANTIATES ARROWS ARROWS IN UNITY: ARROW MOVEMENT AND DIRECTION ARROWS IN UNITY: COLLISION DETECTION FOR ARROWS 3D BLOCKADE CHAPTER 9 Game Structure GAME STATE GAME OVER CHAPTER 10 More Game Objects and a Large Level DOTROBOT BOMBS A LARGE LEVEL CHAPTER 11 Sound and Music REVIEWING SOUND AND MUSIC FROM THE 2D GAME ANOTHER SOUND EFFECT MORE MUSIC WITH MUSESCORE 3D AUDIO CHAPTER 12 GUI and Cutscenes THE TITLE SCREEN MENUS SCORING HIDING THE MOUSE CURSOR ENDING CUTSCENE AND TIMELINE CINEMACHINE INTEGRATING THE ENDING CUTSCENE CHAPTER 13 Testing and Debugging TESTING ANCIENT DEBUGGING TECHNIQUES DEBUGGING C IN UNITY THE VISUAL STUDIO DEBUGGER CHAPTER 14 Input UNITY INPUT SYSTEMS GAMEPAD SUPPORT IN DOTGAME3D CHAPTER 15 Preparing DotGame3D for Release TESTING FOR RELEASE: BUILD AND RUN TESTING ON DIFFERENT PLATFORMS THE UNITY PROFILER RELEASE AND POSTMORTEM Part II: A 3D Adventure CHAPTER 16 FPS, Etc A BRIEF HISTORY OF FPS GAMES DESIGNING AN FPS ADVENTURE CHAPTER 17 Worldbuilding USING BLENDER FOR TERRAIN GENERATION BLENDER LANDSCAPE IN UNITY USING UNITY FOR TERRAIN GENERATION SKYBOXES CHAPTER 18 Character Controller IMPORTING A CHARACTER FROM THE ASSET STORE CHARACTER MOVEMENT IDLE, WALK, AND RUN ANIMATIONS GRAVITY CHAPTER 19 First Playable 3D GAME KIT ENEMIES ENEMY MOVEMENT MEDIEVAL TOWN NAVMESH AND ENEMY AI CREATING A LARGE LEVEL GUI AND SCORING ENEMY COLLISIONS CHAPTER 20 A 3D Puzzle Room PUZZLE DESIGN RULES PUZZLE ROOM GRAPHICS BUILDING THE PUZZLE ROOM CHAPTER 21 Shaders and Lighting in Unity INTRODUCTION SHADERS IN UNITY DIRECT LIGHTING INDIRECT LIGHTING RAYTRACING CHAPTER 22 Physics UNITY PHYSICS OVERVIEW A PHYSICS PUZZLE CLOTH RAGDOLL WIZARD CHAPTER 23 Sound and Music, Part 2 SOUND PACKAGES FROM THE UNITY ASSET STORE CHAPTER 24 Releasing FPSAdventure? STEAM EARLY ACCESS? TESTING AND DEBUGGING BUILD AND RUN POSTMORTEM CHAPTER 25 Epilogue LEARNINGS WHAT NEXT? PROJECT 1: CARD GAME PROJECT 2: RACING GAME PROJECT 3: PLATFORMER PROJECT 4: ROGUELIKE FINAL THOUGHTS BEFORE YOU START DEVELOPMENT DURING DEVELOPMENT MARKETING BEFORE RELEASE APPENDIX I: THE C CODING STANDARD FOR THIS BOOK APPENDIX II: GAME DEVELOPMENT CHECKLIST INDEX
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