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Jump start your Unity game development journey with a detailed review of a complete, professionally built game using Unity, C#, and Visual Studio. Gain invaluable experience with code structure, project structure, centralization of game state data, controlled initialization of script components, AI opponents, multiple input sources, player preferences, a full HUD and menu system, music and sound effects, level/track building, and more.
Author Victor Brusca walks you through the game's code, scripts, and overall structure, all the while showing you how the code works within the Unity engine to define a complete, refined game. Starting with game specifications, the book covers base classes, basic interaction classes, advanced interaction classes, helper classes, input classes, and abstraction of raw input. Next, you'll dive into the menu system and see how a full, complete menu and HUD are coded and set up in the project through a detailed review of the code and working examples. Subsequently, you'll gain insight on player and game state management, and the author will demystify the component-based structure of Unity games by demonstrating how to maintain order and centralization. Lastly, you will review pertinent build and project settings while learning techniques to profile and check the performance of your games, and tie it all together by building a new racetrack for the included game project. On completing this book, you'll have gained experience through the detailed review of a hover car racing game using C#, Unity Coding, Visual Studio, Unity C# Project Management, Unity Environment, Unity Project Management and more.
What You Will Learn
Shows how to create a complete professional game in Unity 3D Addresses in detail multiple topics for building professional games in Unity Demonstrates scenes that exemplify key aspects of the code, game objects, and their interactions
Auteur
Victor Brusca is an experienced software developer specializing in building cross-platform applications and APIs. He regards himself as a self-starter with a keen eye for detail, an obsessive protection of systems/data, and a desire to write well-documented, well-encapsulated code. With over 14 years' software development experience, he has been involved in game and game engine projects on J2ME, T-Mobile SideKick, WebOS, Windows Phone, Xbox 360, Android, iOS, and web platforms.
Résumé
Intermediate to Pro level readers
Contenu
Chapter 1: Introduction and Getting Started.- Chapter 2: Game Specifications.- Chapter 3: Base Class.- Chapter 4: Interaction Classes.- Chapter 5: Advanced Interaction Classes.- Chapter 6: Helper Classes.- Chapter 7: Input Classes.- Chapter 8: Menu System Classes.- Chapter 9: Player and Game State Classes Part 1.- Chapter 10: Player and Game State Classes Part 2.- Chapter 11: Making it Professional.- Chapter 12: Adding a New Racetrack.- Chapter 13: Conclusion.