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Hands-On Unity Game Development : Unlock the Power of Unity 2023 and Build Your Dream Game

Borromeo, Nicolas Alejandro, author.
Birmingham : Packt Publishing, 2024.

Unlock game development mastery with Unity 2023! This book takes you from conception to publication, equipping you with the key tools and techniques you need to bring your gaming vision to life.Key FeaturesLearn the fundamentals of Unity 2023 and create your dream gameExplore the world of augmented reality (AR) to create captivating mobile gamesPropel game performance and player experience to new heights with Data-Oriented Technology Stack (DOTS) insightsBook DescriptionTake your game development skills to the next level. Dive into the world of game creation confidently by elevating your game development skills. This book is your definitive and practical guide to unlocking the full potential of Unity 2023. Every chapter is designed to empower you to customize your own game, not just replicate what's in the book. This new edition includes immersive Augmented Reality (AR) experiences and performance optimization with Data-Oriented Technology Stack (DOTS). From Scene Creation to seamless Assert Integration, dive into C# programming and Visual Scripting with step-by-step guidance for beginners. Implement dynamic gameplay elements, including movement, spawning, physics, and health systems. Delve deeper into the magic of Game AI through sensor-driven decision-making with Finite State Machines (FSMs). Elevate your visuals with materials, shaders, textures, and particle systems. Optimize performance with Profiler insights and debug your game for a polished final product. Whether you're a beginner or a seasoned pro, this book will equip you with the skills needed to bring your game ideas to life.What you will learnBuild a game that includes gameplay, player and non-player characters, assets, animations, and moreLearn C# and Visual Scripting to customize player movements, the UI, and game physicsImplement Game AI to build a fully functional enemy capable of detecting and attackingUse Universal Render Pipeline (URP) to create high-quality visuals with UnityCreate win-lose conditions using design patterns such as Singleton and Event ListenersImplement realistic and dynamic physics simulations with the new Physics SystemWho this book is forBoth game and non-game developers looking to migrate or start building 3D games in Unity will find this Unity game development book useful. While you can still follow along without prior programming experience, knowing C# fundamentals will help you make the most of this book.

Bibliographic Information


Format: eBook
Author: Borromeo, Nicolas Alejandro,
Subject: Video games
Publication Year:2024
Language:English
Published:Birmingham : Packt Publishing, 2024.
ISBN:9781835086117
183508611X
Notes:Cover -- Copyright -- Contributors -- Table of Contents -- Preface -- Section 1: Getting Started with Unity -- Chapter 1: Embark on Your Unity Journey -- Installing Unity -- Unity's technical requirements -- Unity versions -- Installing Unity with Unity Hub -- Creating projects -- Creating a project -- Project structure -- Summary -- Chapter 2: Crafting Scenes and Game Elements -- Manipulating scenes -- The purpose of a scene -- The Scene view -- Adding our first GameObject to the scene -- Navigating the Scene view -- Manipulating GameObjects -- GameObjects and components -- Understanding components -- Manipulating components -- Understanding object Hierarchies -- Parenting of objects -- Possible uses -- Managing GameObjects using Prefabs -- Creating Prefabs -- Prefab-instance relationship -- Prefab variants -- Saving scenes and projects -- Summary -- Chapter 3: From Blueprint to Reality: Building with Terrain and ProBuilder -- Defining our game concept -- Creating a landscape with Terrain -- Discussing Height Maps -- Creating and configuring Height Maps -- Authoring Height Maps -- Adding Height Map details -- Creating shapes with ProBuilder -- Installing ProBuilder -- Creating a shape -- Manipulating the mesh -- Adding details -- Summary -- Chapter 4: Seamless Integration: Importing and Integrating Assets -- Importing assets -- Importing assets from the internet -- Importing assets from the Asset Store -- Importing assets from Unity packages -- Integrating assets -- Integrating terrain textures -- Integrating meshes -- Integrating textures -- Configuring assets -- Configuring meshes -- Configuring textures -- Assembling the scene -- Summary -- Section 2: Mastering Programming and Gameplay Mechanics -- Chapter 5: Unleashing the Power of C# and Visual Scripting -- Introducing scripting -- Creating scripts -- Initial setup -- Creating a C# script.
Adding fields -- Creating a visual script -- Using events and instructions -- Events and instructions in C# -- Events and instructions in visual scripting -- Using fields in instructions -- Common beginner C# script errors -- Summary -- Chapter 6: Dynamic Motion: Implementing Movement and Spawning -- Implementing movement -- Moving objects through Transform -- Using Input -- Understanding Delta Time -- Implementing spawning -- Spawning objects -- Timing actions -- Destroying objects -- Using the new Input System -- Installing the new Input System -- Creating Input Mappings -- Using Mappings in our scripts -- Summary -- Chapter 7: Collisions and Health: Detecting Collisions Accurately -- Configuring physics -- Setting shapes -- Physics object types -- Filtering collisions -- Detecting collisions -- Detecting Trigger events -- Modifying the other object -- Moving with physics -- Applying forces -- Tweaking physics -- Summary -- Chapter 8: Victory or Defeat: Win and Lose Conditions -- Creating object managers -- Sharing variables with the Singleton design pattern -- Sharing variables with Visual Scripting -- Creating managers -- Creating Game Modes -- Improving our code with events -- Summary -- Chapter 9: Starting Your AI Journey: Building Intelligent Enemies for Your Game -- Gathering information with sensors -- Creating three-filter sensors with C# -- Creating Three-Filters sensors with Visual Scripting -- Debugging with gizmos -- Making decisions with FSMs -- Creating the FSM in C# -- Creating transitions -- Creating the FSM in Visual Scripting -- Executing FSM actions -- Calculating our scene's NavMesh -- Using Pathfinding -- Adding the final details -- Summary -- Section 3: Elevating Visuals, Effects, and Audio -- Chapter 10: Material Alchemy: Using URP and Shader Graph for Stunning Visuals -- Introducing shaders and URP -- Shader pipeline.
Render pipeline and URP -- URP built-in shaders -- Creating shaders with Shader Graph -- Creating our first Shader Graph -- Using textures -- Combining textures -- Applying transparency -- Creating vertex effects -- Summary -- Chapter 11: Captivating Visual Effects: Harnessing Particle Systems and Visual Effect Graph -- Introduction to particle systems -- Creating a basic particle system -- Using advanced modules -- Creating fluid simulations -- Creating a waterfall effect -- Creating a bonfire effect -- Creating complex simulations with Visual Effect Graph -- Installing Visual Effect Graph -- Creating and analyzing Visual Effect Graph -- Creating a rain effect -- Scripting Visual Effects -- Summary -- Chapter 12: Enlightening Worlds: Illuminating Scenes with the Universal Render Pipeline -- Applying lighting -- Discussing lighting methods -- Configuring ambient lighting with skyboxes -- Configuring lighting in URP -- Applying shadows -- Understanding shadow calculations -- Configuring performant shadows -- Optimizing lighting -- Understanding static lighting -- Baking lightmaps -- Applying static lighting to static objects -- Summary -- Chapter 13: Immersive Realism: Achieving Fullscreen Effects with Post-Processing -- Using post-processing -- Setting up a profile -- Using basic effects -- Using advanced effects -- High Dynamic Range (HDR) and depth map -- Applying advanced effects -- Summary -- Chapter 14: Harmonious Soundscapes: Integrating Audio and Music -- Importing audio -- Audio types -- Configuring import settings -- Integrating and mixing audio -- Using 2D and 3D AudioSources -- Using an Audio Mixer -- Scripting audio feedback -- Summary -- Section 4: Designing User Interfaces, Animations and Advanced Concepts -- Chapter 15: Interface Brilliance: Designing a User-Friendly UI -- Understanding the Canvas and RectTransform.
Creating a UI with the Canvas -- Positioning elements with RectTransform -- Canvas object types -- Integrating assets for the UI -- Creating UI controls -- Creating a responsive UI -- Adapting object positions -- Adapting object sizes -- Scripting the UI -- Showing information in the UI -- Programming the Pause menu -- Summary -- Chapter 16: Next-Gen UI: Creating Dynamic Interfaces with UI Toolkit -- Why learn how to use UI Toolkit? -- Creating a UI with UI Toolkit -- Creating UI Documents -- Editing UI Documents -- Creating UI Stylesheets -- Making a responsive UI -- Dynamic positioning and sizing -- Dynamic scaling -- Using relative positions -- Summary -- Chapter 17: Animated Realities: Creating Animations with Animator, Cinemachine, and Timeline -- Using skinning animation with Animator -- Understanding skinning -- Importing skeletal animations -- Integration using Animation Controllers -- Applying the Controller to your character -- Using Avatar Masks -- Scripting animations -- Scripting player shooting animations -- Scripting movement animations -- Creating dynamic cameras with Cinemachine -- Creating camera behaviors -- Creating dolly tracks -- Creating cutscenes with Timeline -- Creating animation clips -- Sequencing our intro cutscene -- Summary -- Chapter 18: Performance Wizardry: Optimizing Your Game with Profiling Tools -- Optimizing graphics -- Introduction to graphics engines -- Using Frame Debugger -- Using batching -- Other optimizations -- Optimizing processing -- Detecting CPU- and GPU-bound -- Using the CPU Usage Profiler -- General CPU optimization techniques -- Optimizing memory -- Memory allocation and the garbage collector -- Using the Memory Profiler -- Summary -- Chapter 19: From Prototype to Executable: Generating and Debugging Your Game -- Building a project -- Debugging the build -- Debugging code -- Profiling performance.
Summary -- Chapter 20: AR/VR -- Using AR Foundation -- Creating an AR Foundation project -- Using tracking features -- Building for mobile devices -- Building for Android -- Building for iOS -- Creating a simple AR game -- Spawning the player and enemies -- Coding the player and enemy behavior -- Summary -- Chapter 21: Massive Worlds: Introduction to DOTS -- Understanding what DOTS is -- Creating our first DOTS game -- Creating a DOTS project -- Creating entities with subscenes -- Creating components and bakers -- Creating systems using Jobs and Burst -- Debugging system jobs and queries -- Creating gameplay in DOTS -- Moving using input and tag components -- Creating seeking missiles using component lookups -- Destroying the character with entity command buffers -- Dealing with errors in bursted code -- Instantiating missiles with entity Prefabs -- Making the camera follow our character -- Exploring other DOTS features -- Summary -- Packt Page -- Other Books You May Enjoy -- Index.
Course: MDIT420

Availability at HKSYU Library