Unity 3D Game Development: Designed for passionate game developers―Engineered to build professional games
- Length: 370 pages
- Edition: 1
- Language: English
- Publisher: Packt Publishing
- Publication Date: 2022-08-29
- ISBN-10: 1801076146
- ISBN-13: 9781801076142
- Sales Rank: #204809 (See Top 100 Books)
Create ready-to-play 3D games with reactive environments, sound, dynamic effects, and more!
Key Features
- Build a solid foundation for game design and game development
- Understand the fundamentals of 3D such as coordinates, spaces, vectors, and cameras
- Get to grips with essential Unity concepts including characters, scenes, terrains, objects and more
Book Description
This book, written by a team of experts at Unity Technologies, follows an informal, demystifying approach to the world of game development.
You’ll learn the 3D and C# fundamentals before starting to build one short segment of the full game ― a vertical slice. With every progressing chapter, you’ll learn to improve this game (alongside building your own) to make it ready to pitch to studios.
Within Unity 3D Game Development, you will learn to:
- Design and build 3D characters, and the game environment
- Think about the users’ interactions with your game
- Develop the interface and apply visual effects to add an emotional connection to your world
- Grasp a solid foundation of sound design, animations, and lightning to your creations
- Build, test, and add final touches
The book is split between expert insights that you’ll read before you look into the project on GitHub to understand all the underpinnings. This way, you get to see the end result, and you’re allowed to be creative and give your own thoughts to design, as well as work through the process with the new tools we introduce.
Join the book community on Discord: Read this book with Unity game developers, and the team of authors. Ask questions, build teams, chat with the authors, participate in events and much more. The link to join is included in the book.
What you will learn
- Learn fundamentals of designing a 3D game and C# scripting
- Design your game character and work through their mechanics and movements
- Create an environment with Unity Terrain and ProBuilder
- Explore instantiation and rigid bodies through physics theory and code
- Implement sound, lighting effects, trail rendering, and other dynamic effects
- Create a short, fully functional segment of your game in a vertical slice
- Polish your game with performance tweaks
- JOIN the ‘book-club’ to read alongside other users, Unity experts, and ask the authors when stuck
Who this book is for
Our goal with this book is to enable every reader to build the right mindset to think about 3D games, and then show them all the steps we took to create ours.
The main target audience for this book is those with some prior knowledge in game development, though regardless of your experience, we hope to create an enjoyable learning journey for you.
Contributors About the authors About the reviewers Preface Who is this book for? What this book covers Part 1 – Plan and Design Part 2 – Build Part 3 – Polish and Refine To get the most out of this book Get in touch Share your thoughts A Primer to the Third Dimension Goal of this book Coming around to 3D Coordinate systems Vectors Cameras Faces, edges, vertices, and meshes Materials, textures, and shaders Rigidbody physics Collision detection The Unity interface Scene view and hierarchy Inspector The Project window Game view Package Manager Essential Unity concepts Assets Scenes GameObjects Components Scripts Prefabs Packages Summary Design and Prototype Game design fundamentals Game design document Deliberate decisions Iterative production Concepting Your first Unity project Unity Hub Choosing a version Choosing a template Scriptable rendering pipeline Built-In Rendering Universal Rendering High-Definition Rendering Prototyping Wireframing or paper creation Grayboxing Proof of Concept (PoC) Minimum Viable Product (MVP) Vertical slice Summary Programming Setting up the environment The Unity environment Fundamentals Variables Data types Int Float String GameObject Programming logic If statements While loops For loops Choosing between for and while Methods Summary Characters Design and concept Asking why Concept time! Rigging Animation-first thinking Deformation Hierarchy Bones or joints Forward Kinematics/Inverse Kinematics Constraints Deformers Controls Physics-based animation Human Inverse Kinematics (HIK) system Animation Character controllers Built-in character controller Rigidbody character controller Scripting your character’s movement Initial setup in Unity Idling Code entry point RequireComponent Update code Methods Summary Join us on Discord! Environment Sketching Mood boards Staging Blocking it out Unity terrain Creating a terrain Terrain settings Terrain painting Painting trees Painting details 3D geometry ProBuilder Premade basic shapes Summary Interactions and Mechanics Game loops Mechanics toolbox Resource management Risk versus reward Spatial awareness Collection Research Limitations Design and implementation Our project The stairs Design Implementation The rings Design Implementation Tight spaces Design Implementation Interactive volumes Design Implementation Summary Rigid Bodies and Physics Interaction The Rigidbody component Mass Angular Drag Use Gravity boolean Is Kinematic boolean Interpolate Collision detection Continuous Continuous Speculative Constraints Info Telekinesis and physics interaction Rocks Falling Design Implementation The Broken Pedestal Design Implementation The Final Puzzle Design Implementation Summary User Interface and Menus User interface Diegetic – Narrative Yes, Internal Yes Non-diegetic – Narrative No, Internal No Spatial – Narrative No, Internal Yes Meta – Narrative Yes, Internal No UI elements Main menu Inventory systems Health representation Item interaction system UI in our project Main menu Escape menu Spatial tooltip Unity UI Unity canvas system Rect transform Canvas component Canvas Scaler Graphic Raycaster Component Unity UI objects Implementation Main menu implementation Journal implementation Interaction UI implementation Summary Visual Effects Visual effects overview Shader Graph Setup Creation Lit Shader Graph Sprite Lit Shader Graph Sprite Unlit Shader Graph Unlit Shader Graph Shader Graph interface Master Stack Blackboard Graph Inspector Main Preview Nodes Commonly used nodes Add Color Lerp Multiply Sample Texture 2D Saturate Split UV Vectors Particle Systems Shuriken VFX Graph Nodes Summary Sound Effects Sound… design? The five elements of sound design Source Envelopes Attack Release Pitch Frequency Layering Designing for scale Our project’s sound design and implementation Getting our first sound to play Organization Music 2D sounds 3D sounds Using 3D sounds Audio listener part I 3D sound settings Audio listener part II Adding 3D ambient sounds to the game Filling out our ambient sounds 2D ambience Triggering sound through player interaction Triggering sound through Unity events Rotating puzzle sounds Tree puzzle Summary Build and Test Building with Unity Target platform Architecture Server Build Copy PDB files Create Visual Studio Solution Development Build Autoconnect Profiler Deep Profiling Support Script Debugging Scripts Only Build Compression Method Testing Functional testing Performance testing Unity profiler Memory Profiler Frame debugger Physics debugger and Profiler module Playtesting Soak testing Localization testing User experience, or UX Branding Design Usability Initial problem First puzzle Introduction to a secondary mechanic Final puzzle Summary Finishing Touches Overview Asset finalization Stylized pass on assets Detail normals Architecture cleanup Texture blending Environment clutter Detail meshes Effects Stair blocker Shuriken system – stair blocker particles layer VFX Graph – Myvari’s telekinesis Cinematics Secondary animation Lighting 3D form Providing mood Gameplay design Unity lighting Mixed lighting Light probes Reflection probe Sound polish Triggering sound through animation events Tagging animations with events for sound Randomized sounds Randomized pitch Summary Bonus: Other Unity Tools! Unity Gaming Services Multiplayer tools Creation Connection Communication XR plugin Machine Learning Agents Bolt visual scripting Flow Graphs State Graphs Live Editing Debugging and Analysis Codebase Compatibility Summary Why subscribe? Other Books You May Enjoy Index
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