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Unity 5.x By Example
Unity 5.x By Example
Unity 5.x By Example
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Unity 5.x By Example

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About this ebook

An example-based practical guide to get you up and running with Unity 5.x

About This Book

- The most updated resource on Unity 5.x with comprehensive discussion on all the new features of Unity 5.x
- Understand the core concepts surrounding Unity5 game development with this power-packed hands-on guide
- Brush up your existing game development skills and create games that have a brilliant gameplay using the excellent examples from this book

Who This Book Is For

The ideal target audience for this book would be game developers. They need not have previous experience with Unity since this book will cover all the basics about game development with unity. This would also be a very good resource for Unity developers who want to brush up their basic Unity skills and also get up and running with creating interesting games with Unity 5.x.

What You Will Learn

- Understand core Unity concepts, such as game objects, components, and scenes
- Learn level design techniques for building immersive and interesting worlds
- Learn to make functional games with C# scripting
- Use the toolset creatively to build games of different themes and styles
- Learn to handle player controls and input functionality
- Dive into the process of working with terrains and world-creation tools
- Import custom content into Unity from third-party tools, such as Maya and Blender
- Get to grips with making both 2D and 3D games

In Detail

Unity is an exciting and popular engine in the game industry. Throughout this book, you’ll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games.
Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.

Style and approach

This book would be a very unique resource for any game developer who wants to get up and running with Unity. The unique example based approach will take you through the most basic games towards the more complex ones and will gradually build your skill level.
LanguageEnglish
Release dateMar 23, 2016
ISBN9781785888120
Unity 5.x By Example

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    Book preview

    Unity 5.x By Example - Alan Thorn

    Table of Contents

    Unity 5.x By Example

    Credits

    About the Author

    About the Reviewer

    www.PacktPub.com

    eBooks, discount offers, and more

    Why subscribe?

    Preface

    What this book covers

    What you need for this book

    Who this book is for

    Conventions

    Reader feedback

    Customer support

    Downloading the example code

    Downloading the color images of this book

    Errata

    Piracy

    Questions

    1. The Coin Collection Game – Part 1

    Game design

    Getting started – Unity and projects

    Projects and project folders

    Importing assets

    Starting a level

    Transformations and navigation

    Scene building

    Lighting and sky

    Play testing and the Game tab

    Adding a water plane

    Adding a coin to collect

    Summary

    2. Project A – the Collection Game Continued

    Creating a coin material

    C# scripting in Unity

    Counting coins

    Code Sample 2.3

    Collecting coins

    Code Sample 2.5

    Coins and prefabs

    Timers and countdowns

    Code Sample 2.6

    Celebrations and fireworks!

    Code Sample 2.7

    Play testing

    Building

    Summary

    3. Project B – the Space Shooter

    Looking ahead – the completed project

    Getting started with a space shooter

    Creating a player object

    Player input

    Code Sample 3.1

    Configuring the game camera

    Bounds locking

    Code Sample 3.2

    Health

    Code Sample 3.3

    Death and particles

    Code Sample 3.4

    Enemies

    Code Sample 3.6

    Code Sample 3.7

    Code Sample 3.8

    Enemy spawning

    Code Sample 3.9

    Summary

    4. Continuing the Space Shooter

    Guns and gun turrets

    Ammo prefabs

    Code Sample 4-1

    Ammo spawning

    Code Sample 4.2

    Code Sample 4.3

    User controls

    Scores and scoring – UI and text objects

    Working with scores – scripting with text

    Code Sample 4.4

    Polishing

    Testing and diagnosis

    Building

    Summary

    5. Project C – a 2D Adventure

    A 2D Adventure – getting started

    Importing assets

    Creating an environment – getting started

    Environment Physics

    Creating a player

    Scripting the player movement

    Code Sample 5.1

    Optimization

    Summary

    6. Continuing the 2D Adventure

    Moving platforms

    Code Sample 6.1

    Creating other scenes – levels 2 and 3

    Kill zones

    Code Sample 6.2

    The UI health bar

    Code Sample 6.3

    Ammo and hazards

    Gun turrets and ammo

    NPCs and quests

    Code Sample 6.8

    Summary

    7. Project D – Intelligent Enemies

    An overview of the project

    Getting started

    Terrain construction

    Navigation and navigation meshes

    Building an NPC

    Code Sample 7.1

    Creating patrolling NPCs

    Summary

    8. Continuing with Intelligent Enemies

    Enemy AI – range of sight

    Code Sample 8.1

    An overview of Finite State Machines

    Code Sample 8.2

    The Patrol state

    Code Sample 8.3

    The Chase state

    Code Sample 8.4

    The Attack state

    Code Sample 8.5

    Summary

    Index

    Unity 5.x By Example


    Unity 5.x By Example

    Copyright © 2016 Packt Publishing

    All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

    Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

    Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

    First published: March 2016

    Production reference: 1180316

    Published by Packt Publishing Ltd.

    Livery Place

    35 Livery Street

    Birmingham B3 2PB, UK.

    ISBN 978-1-78588-838-0

    www.packtpub.com

    Credits

    Author

    Alan Thorn

    Reviewer

    Francesco Sapio

    Commissioning Editor

    Amarabha Banerjee

    Acquisition Editor

    Nadeem Bagban

    Content Development Editor

    Preeti Singh

    Technical Editors

    Suwarna Patil

    Bharat Patil

    Copy Editor

    Tasneem Fatehi

    Project Coordinator

    Shweta H Birwatkar

    Proofreader

    Safis Editing

    Indexer

    Monica Ajmera Mehta

    Production Coordinator

    Arvindkumar Gupta

    Cover Work

    Arvindkumar Gupta

    About the Author

    Alan Thorn is an award-winning author, mathematician, and independent video game developer based in London, UK. He is the founder of the game development studio, Wax Lyrical Games, and the creator of the critically acclaimed PC adventure game, Baron Wittard: Nemesis of Ragnarok. Alan works freelance for some of the world's largest entertainment corporations. He has lectured on game development at some of the most prestigious institutions in Europe and written nine books on games programming, including the highly popular Teach Yourself Games Programming, Game Engine Design and Implementation, and UDK Game Development. Some of Alan's other interests include computing, mathematics, graphics, and philosophy. More information about his company, Wax Lyrical Games, can be found at http://www.waxlyricalgames.com/.

    About the Reviewer

    Francesco Sapio obtained his computer science and control engineering degree from Sapienza University of Rome, Italy, with a couple of semesters in advance, scoring summa cum laude. Now he is studying a master's of science in artificial intelligence and robotics.

    He is a Unity3D expert and skilled game designer, as well as an experienced user of the major graphics programs.

    Recently, he authored the book Unity UI Cookbook (Packt Publishing), which teaches readers how to develop exciting and practical user interfaces for games within Unity. Furthermore, he has also been a reviewer for the book Unity Game Development Scripting (Packt Publishing).

    Francesco is also a musician and composer, especially for soundtracks of short films and video games. For several years, he worked as an actor and dancer. He was a guest of honor at the Brancaccio theatre in Rome.

    In addition, he is a very active person, having volunteered as a children's entertainer at the Associazione Culturale Torraccia in Rome. Also, he gives private lessons in mathematics and music to high school and university students.

    Francesco loves math, philosophy, logic, and puzzle solving, but most of all, creating video games—thanks to his passion for game designing and programming.

    You can find him at https://linkedin.com/pub/francesco-sapio/b8/5b/365.

    I'm deeply thankful to my parents for their infinite patience, enthusiasm, and support throughout my life. Moreover, I'm thankful to the rest of my family, in particular, my grandparents as they always encouraged me to do better in my life with the Latin expressions Ad Maiora and Per aspera ad astra.

    Finally, a huge thanks to all the special people around me whom I love, in particular, my girlfriend; I'm grateful for all your help with everything.

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    Preface

    Video games are a cultural phenomenon that has captivated, entertained, and moved billions of people worldwide over the past fifty years. As an industry and movement, video games are an exciting place to be, both for the developer and the artist. In these roles your vision, ideas, and work can influence wide audiences, shaping and changing generation after generation in an unprecedented way. In more recent times, there's been a general movement towards democratizing game development, making the development process simpler, smoother and more accessible to a wider audience, including developers perhaps working from home on a very limited budget. Instrumental in this movement is the Unity engine, which forms the main subject of this book. The Unity engine is a computer program that works with your existing asset pipeline (such as 3D modeling software) and is intended for compiling video games that work seamlessly across multiple platforms and devices, including Windows, Mac, Linux, Android, iOS and Windows Phone. Using Unity, developers import ready-made assets (such as music, textures, and 3D models), and assemble them into a coherent whole, forming a game world that works by a unified logic. Unity is an amazing program. The latest version is free for most people to download and use, and it works well with many other programs, including free software such as GIMP and Blender. This book focuses on the Unity engine and how it can be used in a practical context for making playable and fun games. No prior knowledge of Unity is expected, although some knowledge of programming and scripting (such as JavaScript, ActionScript, C, C++, Java, or C#) would be beneficial. Let's now take a look at what this book covers, on a chapter-by-chapter basis.

    What this book covers

    This book explores how to use the Unity engine in a hands-on, practical way by looking at concrete examples that result in real-world playable games. Specifically, it focuses on the implementation of four distinct projects divided across eight chapters, two chapters per project. Let's take a look at what these projects are:

    Chapter 1, The Coin Collection Game – Part 1, begins our journey into Unity by creating a first-person collection game. This is a great starting point if you're totally new to Unity and are ready to create your first game.

    Chapter 2, Project A – the Collection Game Continued, continues from the previous chapter and completes the first project. It assumes that you have completed the first chapter and brings a closure to our project, leading neatly to the next chapter.

    Chapter 3, Project B – the Space Shooter, marks the beginning of our second project, focusing on the creation of a space shooter game. Here, we'll create a project in which the player must shoot the oncoming enemies.

    Chapter 4, Continuing the Space Shooter, completes the space shooter project, taking the project from its state in the previous chapter and adding final touches to it.

    Chapter 5, Project C – a 2D Adventure, enters the world of 2D and UI functionality. Here, we'll explore Unity's wide range of 2D features in making a side-view platformer game that relies on 2D physics.

    Chapter 6, Continuing the 2D Adventure, completes the 2D adventure game project that was started in the previous chapter, adding the final touches and linking it together with the overarching game logic. This is a great place to see how multiple parts and facets of a game come together to form a whole.

    Chapter 7, Project D – Intelligent Enemies, focuses on artificial intelligence and creating enemies that can patrol, chase, and attack the player's character at relevant times, while cleverly navigating their way around the level.

    Chapter 8, Continuing with Intelligent Enemies, brings closure to the AI project started in the previous chapter, as well as to the book content as a whole. Here, we'll see how to use finite-state machines to achieve powerful intelligence functionality that'll help us in a variety of scenarios.

    What you need for this book

    This book contains almost everything you need to follow along. Each chapter considers practical, real-world projects for learning Unity, and includes companion files which can be downloaded and used. The only thing you need, apart from this book and your concentration, is a copy of the latest version of Unity. At the time of writing, this is Unity 5.3.1. This software is available for free as a personal edition, and can be downloaded from the Unity website, here: https://unity3d.com/. In addition to Unity, if you want to create props, character models, and other 3D assets, you'll also need 3D modeling and animation software, such as 3DS Max, Maya, or Blender; you'll also need image editing software, such as Photoshop or GIMP. Blender can be downloaded and used for free here: http://www.blender.org/. And GIMP can be downloaded and used for free here: https://www.gimp.org/.

    Who this book is for

    This book is ideally suited to readers with no prior experience of Unity or game development and who are considering game development as a hobby or a career. You will typically have some basic knowledge of programming or scripting, perhaps in contexts outside game development, in languages such as C, C++, C#, Java, JavaScript, ActionScript, Python, or another object-oriented language. In addition, you should have at least some basic idea of core game development concepts; for example, I'll assume you know what a 3D model is, what a texture is, what an audio file is, and what an executable file is. I take these concepts to be foundational. They will be touched upon on this book briefly, but not elaborated on or explained in depth. Here, we'll focus on Unity as software, as a tool for building real-world games. Each chapter reads as an in-depth tutorial, assembling a functioning product that you can expand upon and play.

    Conventions

    In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

    Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: The environment created thus far for the coin collection game has been assembled using only the mesh assets included with the native Prototyping package.

    A block of code is set as follows:

    using UnityEngine;

    using System.Collections;

     

    public class Coin : MonoBehaviour

    {

     

      // Use this for initialization

      void Start () {}

     

      // Update is called once per frame

      void Update () {}

    }

    When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

    using UnityEngine;

    using System.Collections;

     

    public class Coin : MonoBehaviour

    {

      // Use this for initialization

      void Start () {

       

    Debug.Log (Object Created);

     

      }

     

      // Update is called once per frame

      void Update () {

     

     

      }

    }

    New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: You'll need to create New Project.

    Note

    Warnings or important notes appear in a box like this.

    Tip

    Tips and tricks appear like this.

    Reader feedback

    Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or disliked. Reader feedback is important for us as it helps us develop titles that you will really get the most out of.

    To send us general feedback, simply e-mail <feedback@packtpub.com>, and mention the book's title in the subject of your message.

    If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide at www.packtpub.com/authors.

    Customer support

    Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

    Downloading the example code

    You can download the example code files for this book from your account at http://www.packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

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    Errata

    Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you could report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website or added to any list of existing errata under the Errata section of that title.

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    Questions

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    Chapter 1. The Coin Collection Game – Part 1

    This chapter starts the first project on our list, which will be a fun collection game. Remember, it doesn't matter if you've never used Unity before. We'll go through everything necessary step by step. By the end of the next chapter, you'll have pieced together a simple, but complete and functional, game. This is an important thing to achieve because you'll get familiar with a start-to-end game development workflow. This chapter will demonstrate the following topics:

    Game design

    Projects and folders

    Asset importing and configuration

    Level design

    Game objects

    Hierarchies

    Game design

    Let's make a coin collection game. Here, the player should control a character in the first-person mode, and he must wander the level, collecting all coins before a time limit runs out. If the timer runs out, the game is lost. On the other hand, if all coins are collected before the timer expires, the game is won. The first-person controls will use the default WASD keyboard setup, where W moves forward, A and S move left and right, and D walks backward. Head movement is controlled using the mouse, and coins are collected by simply walking into them. See Figure 1.1, featuring the coin collection game in action in the Unity Editor. The great benefit in making this game is that it demonstrates all the core Unity features together, and we don't need to rely on any external software to make assets, such as textures, meshes, and materials.

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