Mastering Unity: A Beginner’s Guide
- Length: 260 pages
- Edition: 1
- Language: English
- Publisher: CRC Pr I Llc
- Publication Date: 2022-04-18
- ISBN-10: 1032103191
- ISBN-13: 9781032103198
- Sales Rank: #0 (See Top 100 Books)
Mastering Unity: A Beginner’s Guide introduces developers of all ages to the beautiful and valuable world of Unity.
Unity is a popular cross-platform game engine. It was initially unveiled and distributed as a Mac OS X-exclusive game engine in June 2005 at Apple Inc.’s Worldwide Developers Conference. Unity is used to produce nearly 50% of all games in the world. Its real-time platform, driven by tools and services, provides fantastic opportunities for game developers and innovators across sectors and applications.
Mastering Unity covers the creation of both three-dimensional (3D) and two-dimensional (2D) games as well as interactive simulations and other experiences. Since Unity is an engine used in sectors other than video games, including film, automotive, architectural, engineering, manufacturing, and is even used by the armed forces, Mastering Unity focuses on a broader usage for Unity.
This book starts with the setup and installation of Unity, which is followed by additional info related to its usage. Mastering Unity covers such topics as scene management, debugging, 2D and 3D physics, and Unity Hub setup.
Considering that C# is often the primary programming language used in Unity, this book covers object-oriented principles as well as C# coding at great length. That said, you can use any other language in Unity, including JavaScript, Rust, or Mono. For the most part, Mastering Unity strives to be programming language-neutral to help you fully understand the Unity concepts.
If you are an absolute beginner, Mastering Unity will help you understand the basics about Unity, its features, technical requirements, architecture, and the scripting language used in Unity. This book also focuses on setting up Unity, which encompasses installation, project creation, and launches of a project scene. Mastering Unity also addresses dealing with scenes and game objects, prefabs, storing scenes, animations in Unity, and performance optimization.
Mastering Unity will also help you learn how to test and release a game in Unity to various platforms.
Learn more about our other Mastering titles at:
https: //www.routledge.com/Mastering-Computer-Science/book-series/MCS
Cover Half Title Series Page Title Page Copyright Page Contents About the Editor CHAPTER 1: Introduction to Unity WHAT EXACTLY IS THE UNITY IDE? What Is the Language Used by Unity? What Is Unity 3D, and How Is It Used? Other Game Engines vs. Unity Unity 3D Game Development All Gaming Solutions under One Roof NINE SIGNIFICANT BENEFITS OF UNITY 3D GAME DEVELOPMENT Options for Licensing Overall Views System Requirements for Unity Editor System Requirements for Unity Player ARCHITECTURE OF UNITY .NET Overview in Unity Backend Scripting Directed Code Stripping Collection of Garbage System Libraries for .NET Making Use of Third-Party .NET Libraries Overhead Reflection in C UnityEngine.Object Unique Behavior UnityEngine Objects Are Shared by Unity C and Unity C++ Avoid the Use of Async and Await Reloading Code in the Unity Editor Serialization of Scripts Script Compilation WHICH OF THE SEVEN UNITY GAME DEVELOPMENT LANGUAGES SHOULD WE LEARN? C Is the Best Option JavaScript Is the Current Alternative The Traditional Third Option: Boo IronPython Is an Unusual Choice Lua Is an Intriguing Option C/C++ Is the Best Language for Plugins Rust Is a New Programming Language for Plugins Ten Benefits of the C Programming Language for Unity Developers CHAPTER 2: Setting Up Unity INSTALLATION AND CONFIGURATION System Requirements for Unity Hub CREATING A UNITY ACCOUNT DEVELOPING YOUR FIRST PROJECT HOW DOES UNITY WORK? CREATING SPRITES IN UNITY CHANGING SPRITES IN UNITY TRANSFORMS AND OBJECT PARENTING IN UNITY WHAT EXACTLY IS OBJECT PARENTING? UNITY INTERNAL ASSETS SCENE SAVING AND LOADING IN UNITY OUR VERY FIRST SCRIPT BASIC MOVEMENT SCRIPTING IN UNITY UNDERSTANDING COLLISIONS IN UNITY RIGIDBODIES AND PHYSICS IN UNITY CUSTOM COLLISION BOUNDARIES IN UNITY UNDERSTANDING PREFABS AND INSTANTIATION IN UNITY DESTRUCTION OF GAMEOBJECTS IN UNITY COROUTINES IN UNITY THE CONSOLE IN UNITY INTRODUCTION TO AUDIO IN UNITY Components of Audio Making a Noise STARTING WITH THE UI IN UNITY THE BUTTON OF UNITY TEXT ELEMENT IN UNITY THE SLIDER IN UNITY MATERIALS AND SHADERS IN UNITY What Exactly Is a Material? What Exactly Is a Shader? THE PARTICLE SYSTEM IN UNITY USING THE ASSET STORE IN UNITY CHAPTER 3: Working with Scenes and GameObjects WHAT ARE SCENES? Scene Creation, Loading, and Saving Multi-Scene Editing Baking Lightmaps across Multiple Scenes Baking Navmesh Data with a Variety of Scenes Baking Data for Occlusion Culling with Several Scenes Play Mode Scene-Specific Settings Scripting Scene Templates Creating Scene Templates Modifying Scene Templates Customizing the Creation of New Scenes The Sequence of Scene Template Instantiation Settings for the Scene Template New Scene Settings Types Settings by Default WHAT ARE GAMEOBJECTS? Specifications Transforms The Component of Transform Properties Transform Editing Parenting Non-Uniform Scaling Limitations Scale’s Importance Working with Transforms: Some Pointers Components Are Introduced Configurations of Common Components Component Transformation Components of the Main Camera GameObject Making Use of Components Adding Components Components Editing Commands from the Component Context Menu Property Experimentation Objects That Are Primitive or Placeholders Cube Sphere Capsule Cylinder Plane Quad Primitive 2D GameObjects Sprite and Pixels-per-Unit by Default Square Circle Capsule Isometric Diamond Flat-Top Hexagon Point-Top Hexagon Nine-Sliced Scripting Is Used to Create Components Deactivating GameObjects Deactivating a Parent GameObject Tags New Tags Creation Using a Tag GameObjects That Remain Static The Property Static Editor Flags Keeping Our Work Safe The Scene Changes Project-Wide Modifications Immediate Saving PREFABS Prefabs Creation Making Prefabricated Assets Prefab Instance Creation Replacement of Existing Prefabs Prefab Editing in Prefab Mode Prefab Mode Entry and Exit Isolation Editing Contextual Editing Save Automatically Changing from Isolation to Context Mode Undo Environment for Editing Overrides for Instances Overrides Are Given Precedence The Alignment Is Unique to the Prefab Instance Changing a Prefab’s Occurrences Dropdown Overrides Menus in Context Prefabs That Are Nested In Prefab Mode, Add a Nested Prefab Prefabs Can Be Nested Using Their Instances Prefabs That Are Nested In Prefab Mode, Add a Nested Prefab Prefabs Can Be Nested Using Their Instances Prefab Variations Developing a Prefab Variant Prefab Variant Editing Multiple Layers of Override Apply Target Selection Prefab Instance Unpacking Unity3D Fundamentals—A Quick Look at Game Physics Physics Object-Oriented Projects with Built-In Physics Engines For Object-Oriented Tasks, Use 3D Physics 2D Physics Reference CHAPTER 4: Animation in Unity OVERVIEW OF THE ANIMATION SYSTEM WORKFLOW FOR ANIMATION SYSTEM OF LEGACY ANIMATION Clips of Animation Externally Sourced Animation Unity Was Used to Create and Edit the Animation EXTERNALLY SOURCED ANIMATION Importing Animation Files Data from Imported Animation Files May Be Seen and Copied AVATARS WITH HUMANOID ADDING HUMANOID MOVEMENTS TO A MODEL Overview Avatar Setup Configure the Avatar Strategy Mapping Changing the Pose How to Make an Avatar Mask ADDING NON-HUMANOID (GENERIC) ANIMATIONS TO A MODEL Outline Setting Up the Rig How to Make an Avatar Mask Model Import Settings Dialogue Box THE MODEL TAB Scene Blend Shapes Importing Visibility Importing Cameras Importing Light Import Restrictions THE RIG TAB Types of Generic Animation TAB AVATAR MAPPING Avatar Data Saving and Reuse Making Use of Avatar Masks THE AVATAR MUSCLE AND SETTINGS TAB Changes Being Previewed Degree of Freedom Translate THE WINDOW FOR AVATAR MASK Choosing a Humanoid Body Selection of a Transform HUMAN TEMPLATE WINDOW ANIMATION WINDOW INSTRUCTIONS MAKING USE OF THE ANIMATION VIEW Viewing Animations on a GameObject The List of Animated Properties Timeline of Animation Timeline Mode in Dopesheet Timeline Mode for Curves Fitting Our Choice to the Window Controls for Playback and Frame Navigation Window Locking MAKE A NEW ANIMATION CLIP Including Another Animation Clip How It All Works Together ADDING ANIMATION TO A GAMEOBJECT Keyframes Recording Time Line In Preview Mode, You May Create Keyframes Making Keyframes by Manually CONTROLLERS FOR ANIMATORS UNITY’S NAVIGATION SYSTEM Designing User Interfaces (UI) Toolkit for UIs The Unity UI Package Immediate Mode Graphical UI Choosing a UI System for our Project Audio CHAPTER 5: Scene Performance Optimization APPLICATION PROGRAMMING INTERFACE (API) SUPPORT FOR GRAPHICS DirectX Shaders for the Surface Geometry Shaders and Tessellation Shaders Computed Metal Restrictions and Requirements Metal Enabling Metal API Validation Core OpenGL Activating OpenGL Core OpenGL Specifications Limitations of the macOS OpenGL Driver Features of OpenGL Core Command-Line Parameters for the OpenGL Core Profile Native OpenGL ES Command-Line Parameters on Desktop GRAPHICS PERFORMANCE OPTIMIZING Find High-Impact Graphics CPU Enhancement OnDemandRendering CPU Optimization GPU: Model Geometry Optimization Lighting Efficiency Forward Drawing of Lights Texture Compression and Mipmaps on the GPU Mipmaps for Textures LOD and Cull Distances Per Layer Shadows in Real Time GPU: Guidelines for Creating High-Performance Shaders A Simple Checklist to Help Us Improve Our Game’s Speed Batching of Draw Calls Material Preparation for Batching Dynamic Batching Dynamic Batching (Particle Systems, Line Renderers, Trail Renderers) Batching That Is Static Instancing of GPUs Including Instancing in Our Materials Displaying the Statistics Window Statistics Debugger for Frames Making Use of Frame Debugger The debugger of Remote Frames Options for Render Target Display Streaming of Mip Maps To Begin With Restrictions Mipmap Streaming Troubleshooting CHAPTER 6: Completing the Game DEBUGGING C CODE IN UNITY Setting up the Code Editor Choosing an External Script Editor in Unity Editor Debugging The Code Optimization Option in Unity Offers Two Options Attaching to the Editor and Setting Breakpoints In-Player Debugging Android and iOS Device Debugging Using the Debugger to Troubleshoot Make Certain That the Debugger Is Attached to the Right Unity Instance Check Our Network Connection to the Unity Instance Ascertain That the Device Only Has One Active Network Interface Examine the Firewall Settings Test to See if the Managed Debugging Information Is Available Prevent the Device from Locking TESTING OF UNITS APPRAISAL INDEX
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