Mobile Game Development with Unity. Build Once, Deploy Anywhere
- Ocena:
- Bądź pierwszym, który oceni tę książkę
- Stron:
- 464
- Dostępne formaty:
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ePubMobi
Opis ebooka: Mobile Game Development with Unity. Build Once, Deploy Anywhere
Do you want to build mobile games, but lack game development experience? No problem. This practical guide shows you how to create beautiful, interactive content for iOS and Android devices with the Unity game engine.
Authors Jon Manning and Paris Buttfield-Addison (iOS Swift Game Development Cookbook) provide a top-to-bottom overview of Unity’s features with specific, project-oriented guidance on how to use them in real game situations. Over the course of this book, you’ll learn hands-on how to build 2D and 3D games from scratch that will hook and delight players. If you have basic programming skills, you’re ready to get started.
- Explore the basics of Unity, and learn how to structure games, graphics, scripting, sounds, physics, and particle systems
- Use 2D graphics and physics features to build a side-scrolling action game
- Create a 3D space combat simulator with projectile shooting and respawning objects, and learn how to manage the appearance of 3D models
- Dive into Unity’s advanced features, such as precomputed lighting, shading, customizing the editor, and deployment
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Jonathon Manning, Paris Buttfield-Addison - pozostałe książki
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Learn everything you need to know to use the powerful Unity engine to its full potential for 3D and 2D game development, simulation, artificial intelligence, and beyond. From the basics of scripting to techniques for interactivity, AI and behavior, animation, narrative, and networking, this flexi...(203.15 zł najniższa cena z 30 dni)
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W tej książce w wyczerpujący sposób opisano proces tworzenia gier. Wyjaśniono tu zarówno podstawowe, jak i bardziej zaawansowane pojęcia i techniki związane ze stosowaniem środowiska Unity. Najpierw przedstawiono podstawowe informacje na temat Unity. Zaprezentowano struktury gier, grafiki, skrypt...(24.90 zł najniższa cena z 30 dni)
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Kup polskie wydanie:
Unity. Tworzenie gier mobilnych
- Autor:
- Jon Manning, Paris Buttfield-Addison
33,50 zł
67,00 zł
(24.90 zł najniższa cena z 30 dni)
Ebooka "Mobile Game Development with Unity. Build Once, Deploy Anywhere" przeczytasz na:
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Audiobooka "Mobile Game Development with Unity. Build Once, Deploy Anywhere" posłuchasz:
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w aplikacji Ebookpoint na Android, iOS, HarmonyOs
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Kurs Video "Mobile Game Development with Unity. Build Once, Deploy Anywhere" zobaczysz:
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na systemach Windows, MacOS i innych z dostępem do najnowszej wersji Twojej przeglądarki internetowej
Szczegóły ebooka
- ISBN Ebooka:
- 978-14-919-2236-1, 9781491922361
- Data wydania ebooka:
- 2017-08-02 Data wydania ebooka często jest dniem wprowadzenia tytułu do sprzedaży i może nie być równoznaczna z datą wydania książki papierowej. Dodatkowe informacje możesz znaleźć w darmowym fragmencie. Jeśli masz wątpliwości skontaktuj się z nami sklep@ebookpoint.pl.
- Język publikacji:
- angielski
- Rozmiar pliku ePub:
- 24.9MB
- Rozmiar pliku Mobi:
- 24.9MB
Spis treści ebooka
- Preface
- Resources Used in This Book
- Audience and Approach
- Conventions Used in This Book
- Using Code Examples
- OReilly Safari
- How to Contact Us
- Acknowledgments
- I. The Basics of Unity
- 1. Introducing Unity
- Hello, Book
- Mobile Games
- Hello, Book
- Hello, Unity
- Whats Unity For?
- Getting Unity
- 2. A Tour of Unity
- The Editor
- Play Mode and Edit Mode
- The Editor
- The Scene View
- The Mode Selector
- Getting Around
- Handle Controls
- The Hierarchy
- The Project View
- The Inspector
- The Game View
- Wrapping Up
- 3. Scripting in Unity
- A Crash Course in C#
- Mono and Unity
- MonoDevelop
- Code completion
- Refactoring
- Building
- MonoDevelop
- Game Objects, Components, and Scripts
- The Inspector
- Components
- Important Methods
- Awake and OnEnable
- Start
- Start Versus Awake
- Update and LateUpdate
- Coroutines
- Creating and Destroying Objects
- Instantiation
- Creating an Object from Scratch
- Destroying Objects
- Attributes
- RequireComponent
- Header and Space
- SerializeField and HideInInspector
- ExecuteInEditMode
- Time in Scripts
- Logging to the Console
- Wrapping Up
- II. Building a 2D Game: Gnome on a Rope
- 4. Getting Started Building the Game
- Game Design
- Creating the Project and Importing Assets
- Creating the Gnome
- Rope
- Coding the Rope
- Configuring the Rope
- Wrapping Up
- 5. Preparing for Gameplay
- Input
- Unity Remote
- Adding Tilt Control
- Creating a Singleton class
- Implementing an InputManager Singleton
- Controlling the Rope
- Making the Camera Follow the Gnome
- Scripts and Debugging
- Setting breakpoints
- Input
- Setting Up the Gnomes Code
- Setting Up the Game Manager
- Setting Up and Resetting the Game
- Creating a New Gnome
- Removing the Old Gnome
- Killing a gnome
- Resetting the Game
- Dealing with Touching
- Reaching the Exit
- Pausing and Unpausing
- Handling the Reset Button
- Preparing the Scene
- Wrapping Up
- 6. Building Gameplay with Traps and Objectives
- Simple Traps
- Treasure and Exit
- Creating the Exit
- Adding a Background
- Wrapping Up
- 7. Polishing the Game
- Updating the Gnomes Art
- Updating the Physics
- Background
- Layers
- Creating the Backgrounds
- Different Backgrounds
- The Bottom of the Well
- Updating the Camera
- User Interface
- Invincibility Mode
- Wrapping Up
- 8. Final Touches on Gnomes Well
- More Traps and Level Objects
- Spikes
- Spinning Blade
- Blocks
- More Traps and Level Objects
- Particle Effects
- Defining the Particle Material
- The Blood Fountain
- The Blood Explosion
- Using the Particle Systems
- Main Menu
- Scene Loading
- Audio
- Wrapping Up and Challenges
- III. Building a 3D Game: Space Shooter
- 9. Building a Space Shooter
- Designing the Game
- Getting the Assets
- Designing the Game
- Architecture
- Creating the Scene
- Ship
- Camera follow
- Ship
- Space Station
- Skybox
- Creating the skybox
- Canvas
- Wrapping Up
- 10. Input and Flight Control
- Input
- Adding the Joystick
- The Input Manager
- Input
- Flight Control
- Indicators
- Creating the UI elements
- Indicators
- Indicator Manager
- Wrapping Up
- 11. Adding Weapons and Targeting
- Weapons
- Ship Weapons
- Fire Button
- Weapons
- Target Reticle
- Wrapping Up
- 12. Asteroids and Damage
- Asteroids
- Asteroid Spawner
- Asteroids
- Damage-Dealing and Taking
- Explosions
- Wrapping Up
- 13. Audio, Menus, Death, and Explosions!
- Menus
- Main Menu
- Paused Screen
- Game Over Screen
- Adding a Pause Button
- Menus
- Game Manager and Death
- Start Points
- Creating the Game Manager
- Initial setup
- Starting the game
- Ending the game
- Pausing the game
- Setting Up the Scene
- Boundaries
- Creating the UI
- Coding the Boundary
- Final Polish
- Space Dust
- Trail Renderers
- Audio
- Spaceship
- Weapon effects
- Explosions
- Wrapping Up
- IV. Advanced Features
- 14. Lighting and Shaders
- Materials and Shaders
- Fragment-Vertex (Unlit) Shaders
- Materials and Shaders
- Global Illumination
- Light Probes
- Thinking About Performance
- The Profiler
- Getting Data from Your Device
- General Tips
- Wrapping Up
- 15. Creating GUIs in Unity
- How GUIs Work in Unity
- Canvas
- RectTransform
- The Rect Tool
- Anchors
- How GUIs Work in Unity
- Controls
- Events and Raycasts
- Responding to Events
- Using the Layout System
- Scaling the Canvas
- Transitioning Between Screens
- Wrapping Up
- 16. Editor Extensions
- Making a Custom Wizard
- Making a Custom Editor Window
- The Editor GUI API
- Rects and layout
- How controls work
- Buttons
- Text fields
- Delayed text fields
- Special text fields
- Sliders
- Space
- Lists
- Scroll views
- The Editor GUI API
- The Asset Database
- Making a Custom Property Drawer
- Creating the Class
- Setting the Height of the Property
- Overriding OnGUI
- Getting the Properties
- Creating a property scope
- Drawing the Label
- Calculating the Rectangles
- Getting the Values
- Creating the Change Check
- Drawing the Slider
- Drawing the Fields
- Checking for Changes
- Storing the Properties
- Testing It Out
- Making a Custom Inspector
- Creating a Simple Script
- Creating a Custom Inspector
- Setting Up the Class
- Defining the Colors and Properties
- Setting Up the Variables
- Starting to Draw the GUI
- Drawing the Controls
- Applying Changes
- Testing It Out
- Wrapping Up
- 17. Beyond the Editor
- The Unity Services Ecosystem
- The Asset Store
- PlayMaker
- Installing PlayMaker
- Playing with PlayMaker
- PlayMaker
- Amplify Shader Editor
- UFPS
- The Asset Store
- The Unity Services Ecosystem
- Unity Cloud Build
- Unity Ads
- Deployment
- Setting Up Your Project
- Setting Your Target
- Splash screens
- Building for Your Platform
- Building for iOS
- Building for Android
- Where to Go from Here
- Index
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