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B14199_TOC_Final_SK_ePub
by Nicolas Alejandro Borromeo
Hands-On Unity 2020 Game Development
Hands-On Unity 2020 Game Development
Why subscribe?
Contributors
About the author
About the reviewer
Packt is searching for authors like you
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the example code files
Download the color images
Conventions used
Get in touch
Reviews
Chapter 1: Designing a Game from Scratch
Game concept
Input controls
Winning and losing
Game characters
Hero
Enemies
Gameplay
Game-world layout
Starting condition
Ending condition
Point system
HUD
The difficulty balance
Difficulty balance questions
Implementation plan
Documentation
Game Design Document (GDD)
GDD formats
GDD creation tools
Elevator pitch
A high concept
Tips for creating GDDs
Summary
Chapter 2: Setting Up Unity
Why use a game engine such as Unity?
Past and present industry insight
Game engines
Positives of Unity
Installing Unity
Unity versions
Installing Unity with Unity Hub
Creating projects
Creating a project
Project structure
Summary
Chapter 3: Working with Scenes and GameObjects
Manipulating scenes
The purpose of a scene
The Scene View
Our first GameObject
Navigating the Scene View
Manipulating GameObjects
GameObjects and components
Components
Manipulating components
Object hierarchies
Parenting of objects
Possible uses
Prefabs
Creating Prefabs
Prefab-instance relationship
Prefab variants
Saving scenes and projects
Saving our changes
Project structure
Summary
Chapter 4: Grayboxing with Terrain and ProBuilder
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 5: Importing and Integrating Assets
Importing assets
Importing assets from the internet
Importing assets from the Asset Store
Integrating assets
Integrating terrain textures
Integrating meshes
Integrating textures
Configuring assets
Configuring meshes
Configuring textures
Assembling the scene
Summary
Chapter 6: Materials and Effects with URP and Shader Graph
Introducing Shaders
Shader Pipeline
Render Pipelines and URP
URP Built-in Shaders
Creating Shaders with Shader Graph
Creating our first Shader Graph asset
Using Textures
Combining Textures
Applying transparency
Summary
Chapter 7: Visual Effects with Particle Systems and VFX 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 VFX Graph
Installing VFX Graph
Creating and analyzing a VFX Graph
Creating a rain effect
Summary
Chapter 8: Lighting Using 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 9: Fullscreen Effects with postprocessing
Using postprocessing
Setting up a profile
Using basic effects
Using advanced effects
Advanced effects
Summary
Chapter 10: Sound and Music Integration
Importing audio
Audio types
Configuring import settings
Integrating and mixing audio
Using 2D and 3D AudioSources
Using an Audio Mixer
Summary
Chapter 11: User Interface Design
Understanding Canvas and RectTransform
Creating a UI with Canvas
Positioning elements with RectTransform
Canvas objects types
Integrating assets for the UI
Creating UI controls
Creating a responsive UI
Adapting objects' positions
Adapting objects' sizes
Summary
Chapter 12: Creating Animations with Animator, Cinemachine, and Timeline
Using skeletal animations with Animator
Understanding skinning
Importing skeletal animations
Integration using Animation Controllers
Creating dynamic cameras with Cinemachine
Creating dolly tracks
Creating cutscenes with Timeline
Creating animation clips
Sequencing our intro cutscene
Summary
Chapter 13: Introduction to Unity Scripting with C#
Creating C# scripts
Initial setup
Creating a MonoBehaviour-based class
Adding fields
Using events and instructions
Events and instructions
Using fields in instructions
Common beginner errors
Summary
Chapter 14: Implementing Movement and Spawning
Implementing movement
Moving objects through Transform
Using Input
Understanding Delta Time
Implementing spawning
Spawning objects
Timing actions
Destroying objects
Summary
Chapter 15: Physics Collisions and Health System
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 16: Win and Lose Conditions
Creating Object Managers
Implementing the Singleton design pattern
Creating Managers with Singleton
Creating Game Modes
Improving our code with events
Summary
Chapter 17: Scripting the UI, Sounds, and Graphics
Scripting the UI
Showing information in the UI
Programming the Pause menu
Scripting feedback
Scripting visual feedback
Scripting audio feedback
Scripting animations
Summary
Chapter 18: Implementing Game AI for Building Enemies
Gathering information with sensors
Creating Three-Filters sensors
Debugging with Gizmos
Making decisions with FSMs
Creating the FSM
Creating transitions
Executing FSM actions
Calculating our scene Pathfinding
Using Pathfinding
Adding final details
Summary
Chapter 19: Scene Performance Optimization
Optimizing graphics
Introduction to graphic 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 20: Building the Project
Building a project
Debugging the build
Debugging code
Profiling performance
Summary
Chapter 21: Finishing Touches
Iterating your game
Testing and feedback
Interpreting feedback
Releasing your game
Pre-release
Release
Post-release
Summary
Chapter 22: Augmented Reality in Unity
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
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Prev
Previous Chapter
Preface
Next
Next Chapter
Chapter 1: Designing a Game from Scratch
Table of Contents
Preface
Chapter 1
: Designing a Game from Scratch
Game concept 10
Input controls11
Winning and losing12
Game characters13
Hero 13
Enemies14
Gameplay14
Game-world layout15
Starting condition16
Ending condition16
Point system17
HUD17
The difficulty balance18
Difficulty balance questions19
Implementation plan20
Documentation21
Game Design Document (GDD)21
GDD formats22
GDD creation tools22
Elevator pitch24
A high concept25
Tips for creating GDDs26
Summary29
Chapter 2
: Setting Up Unity
Why use a game engine such as Unity?32
Past and present industry insight32
Game engines33
Positives of Unity33
Installing Unity34
Unity versions35
Installing Unity with Unity Hub35
Creating projects41
Creating a project41
Project structure44
Summary46
Chapter 3
: Working with Scenes and GameObjects
Manipulating scenes48
The purpose of a scene48
The Scene View49
Our first GameObject50
Navigating the Scene View51
Manipulating GameObjects52
GameObjects and components56
Components57
Manipulating components58
Object hierarchies64
Parenting of objects64
Possible uses65
Prefabs66
Creating Prefabs67
Prefab-instance relationship68
Prefab variants71
Saving scenes and projects73
Saving our changes73
Project structure74
Summary76
Chapter 4
: Grayboxing with Terrain and ProBuilder
Creating a Landscape with Terrain78
Discussing Height Maps78
Creating and configuring Height Maps80
Authoring Height Maps83
Adding Height Map details86
Creating Shapes with ProBuilder89
Installing ProBuilder89
Creating a Shape91
Manipulating the mesh92
Adding details98
Summary102
Chapter 5
: Importing and Integrating Assets
Importing assets103
Importing assets from the internet104
Importing assets from the Asset Store106
Integrating assets112
Integrating terrain textures112
Integrating meshes115
Integrating textures117
Configuring assets119
Configuring meshes120
Configuring textures122
Assembling the scene124
Summary127
Chapter 6
: Materials and Effects with URP and Shader Graph
Introducing Shaders130
Shader Pipeline130
Render Pipelines and URP133
URP Built-in Shaders135
Creating Shaders with Shader Graph139
Creating our first Shader Graph asset140
Using Textures144
Combining Textures153
Applying transparency157
Summary159
Chapter 7
: Visual Effects with Particle Systems and VFX Graph
Introduction to particle systems162
Creating a basic particle system163
Using advanced modules168
Creating fluid simulations169
Creating a waterfall effect170
Creating a bonfire effect172
Creating complex simulations with VFX Graph174
Installing VFX Graph175
Creating and analyzing a VFX Graph177
Creating a rain effect181
Summary185
Chapter 8
: Lighting Using the Universal Render Pipeline
Applying lighting188
Discussing lighting methods188
Configuring ambient lighting with skyboxes193
Configuring lighting in URP198
Applying shadows201
Understanding shadow calculations202
Configuring performant shadows206
Optimizing lighting209
Understanding static lighting209
Baking lightmaps210
Applying static lighting to static objects217
Summary220
Chapter 9
: Fullscreen Effects with postprocessing
Using postprocessing 222
Setting up a profile222
Using basic effects225
Using advanced effects228
Advanced effects228
Summary238
Chapter 10
: Sound and Music Integration
Importing audio239
Audio types240
Configuring import settings241
Integrating and mixing audio246
Using 2D and 3D AudioSources246
Using an Audio Mixer250
Summary255
Chapter 11
: User Interface Design
Understanding Canvas and RectTransform259
Creating a UI with Canvas259
Positioning elements with RectTransform261
Canvas objects types264
Integrating assets for the UI264
Creating UI controls271
Creating a responsive UI278
Adapting objects' positions279
Adapting objects' sizes282
Summary286
Chapter 12
: Creating Animations with Animator, Cinemachine, and Timeline
Using skeletal animations with Animator288
Understanding skinning288
Importing skeletal animations291
Integration using Animation Controllers295
Creating dynamic cameras with Cinemachine301
Creating dolly tracks305
Creating cutscenes with Timeline309
Creating animation clips309
Sequencing our intro cutscene313
Summary318
Chapter 13
: Introduction to Unity Scripting with C#
Creating C# scripts320
Initial setup320
Creating a MonoBehaviour-based class323
Adding fields326
Using events and instructions329
Events and instructions329
Using fields in instructions333
Common beginner errors334
Summary337
Chapter 14
: Implementing Movement and Spawning
Implementing movement340
Moving objects through Transform340
Using Input344
Understanding Delta Time349
Implementing spawning351
Spawning objects351
Timing actions359
Destroying objects363
Summary364
Chapter 15
: Physics Collisions and Health System
Configuring Physics366
Setting shapes366
Physics Object types369
Filtering collisions373
Detecting collisions376
Detecting Trigger events377
Modifying the other Object379
Moving with Physics382
Applying forces382
Tweaking Physics384
Summary387
Chapter 16
: Win and Lose Conditions
Creating Object Managers390
Implementing the Singleton design pattern390
Creating Managers with Singleton394
Creating Game Modes398
Improving our code with events402
Summary409
Chapter 17
: Scripting the UI, Sounds, and Graphics
Scripting the UI412
Showing information in the UI412
Programming the Pause menu419
Scripting feedback424
Scripting visual feedback424
Scripting audio feedback428
Scripting animations430
Summary433
Chapter 18
: Implementing Game AI for Building Enemies
Gathering information with sensors436
Creating Three-Filters sensors436
Debugging with Gizmos442
Making decisions with FSMs446
Creating the FSM446
Creating transitions448
Executing FSM actions452
Calculating our scene Pathfinding453
Using Pathfinding455
Adding final details458
Summary463
Chapter 19
: Scene Performance Optimization
Optimizing graphics466
Introduction to graphic engines466
Using Frame Debugger468
Using batching470
Other optimizations473
Optimizing processing477
Detecting CPU- and GPU-bound477
Using the CPU Usage profiler480
General CPU optimization techniques484
Optimizing memory486
Memory allocation and the garbage collector487
Using the Memory Profiler491
Summary495
Chapter 20
: Building the Project
Building a project497
Debugging the build502
Debugging code503
Profiling performance506
Summary508
Chapter 21
: Finishing Touches
Iterating your game509
Testing and feedback510
Interpreting feedback512
Releasing your game514
Pre-release514
Release516
Post-release517
Summary518
Chapter 22
: Augmented Reality in Unity
Using AR Foundation519
Creating an AR Foundation project520
Using tracking features524
Building for mobile devices532
Building for Android532
Building for iOS538
Creating a simple AR game541
Spawning the Player and Enemies542
Coding the Player and Enemy behavior545
Summary550
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