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Unity 3D Game Development by Example Beginner's Guide Table of Contents


Table of Contents

Preface
Chapter 1: That's One Fancy Hammer!
Chapter 2: Let's Start with the Sky
Chapter 3: Game #1: Ticker Taker
Chapter 4: Code Comfort
Chapter 5: Game #2: Robot Repair
Chapter 6: Game #2: Robot Repair Part 2
Chapter 7: Don't Be a Clock Blocker
Chapter 8: Ticker Taker
Chapter 9: Game #3: The Break-Up
Chapter 10: Game #3: The Break-Up Part 2
Chapter 11: Game #4: Shoot the Moon
Chapter 12: Action!
Appendix: References
Index

  • Chapter 1: That's One Fancy Hammer!
    • Introducing Unity 3D
    • Unity takes over the world
    • Browser-based 3D? Welcome to the future
    • Time for action – install the Unity Web Player
    • Welcome to Unity 3D!
    • What can I build with Unity?
      • FusionFall
    • Completely hammered
    • Should we try to build FusionFall?
    • Another option
      • Off-Road Velociraptor Safari
        • Fewer features, more promise
        • Maybe we should build Off-Road Velociraptor Safari?
    • I bent my Wooglie
      • Big Fun Racing
      • Diceworks
    • Walk before you can run (or double jump)
    • There's no such thing as "finished"
    • Stop! Hammer time
      • Explore Demo island
    • The wonders of technology!
    • The Scene window
      • The Game window
      • The Hierarchy
      • The Project panel
      • The Inspector
      • Invade Island Demo as a paratrooper
      • Layers and layout dropdowns
      • Playback controls
      • Scene controls
    • Don't stop there—live a little!
    • Summary
      • Big ambition, tiny games
  • Chapter 2: Let's Start with the Sky
    • That little lightbulb
    • The siren song of 3D
    • Features versus content
    • A game with no features
    • Mechanic versus skin
    • Trapped in your own skin
    • That singular piece of joy
    • One percent inspiration
    • Motherload
    • Heads up!
    • Artillery Live!
    • Pong
    • The mechanic that launched a thousand games
    • Toy or story
    • Redefining the sky
    • Summary
      • Let's begin
  • Chapter 3: Game #1: Ticker Taker
    • Kick up a new Unity project
      • Where did everything go?
    • 'Tis volley
    • Keep the dream alive
    • Slash and burn!
    • The many faces of keep-up
    • Creating the ball and the hitter
    • Time for action – create the ball
    • A ball by any other name
    • Time for action – rename the ball
    • Origin story
      • XYZ/RGB
    • Time for action – move the ball into the "sky"
    • Time for action – shrink the ball
    • Time for action – save your Scene
    • Time for action – add the Paddle
      • What's a Mesh?
      • Poly wanna crack your game performance?
    • Keeping yourself in the dark
    • Time for action – add a light
    • Time for action – move and rotate the light
      • Extra credit
    • Are you a luminary?
      • Who turned out the lights?
      • Darkness reigns
    • Time for action – test your game
    • Let's get physical
    • Time for action – add physics to your game
    • Understanding the gravity of the situation
    • More bounce to the ounce
    • Time for action – make the ball bouncy
    • Summary
      • Following the script
  • Chapter 4: Code Comfort
    • What is code?
    • Time for action – write your first Unity Script
    • A leap of faith
    • Lick it and stick it
      • Disappear Me!
    • It's all Greek to me
    • You'll never go hungry again
    • With great sandwich comes great responsibility
    • Examining the code
    • Time for action – find the Mesh Renderer component
    • Time for action – make the ball reappear
    • Ding!
    • Time for action – journey to the Unity Script Reference
    • The Renderer class
    • What's another word for "huh"?
    • It's been fun
    • Time for action – unstick the Script
    • Gone, but not forgotten
    • Why code?
    • Equip your baby bird
    • Time for action – create a new MouseFollow Script
    • A capital idea
    • Animating with code
    • Time for action – animate the Paddle
    • Pick a word—(almost) any word
    • Screen Coordinates versus World Coordinates
    • Move the Paddle
    • Worst. Game. Ever.
    • See the matrix
    • Time for action – animate the Paddle
    • A tiny bit o' math
    • Tracking the numbers
    • Futzing with the numbers
    • Time for action – log the new number
    • She's A-Work!
    • Somebody get me a bucket
    • Time for action – declare a variable to store the screen midpoint
    • Using all three dees
    • Time for action – follow the Y position of the mouse
    • A keep-up game for robots
    • Once more into the breach
    • Time for action – revisit the Unity Language Reference
    • Our work here is done
    • Time for action – add the sample code to your Script
    • One final tweak
      • What's a quaternion?
      • Wait, what's a quaternion?
      • WHAT THE HECK IS A QUATERNION??
    • Educated guesses
      • More on Slerp
    • Right on target
    • Keep it up
      • Beyond the game mechanic
  • Chapter 5: Game #2: Robot Repair
    • You'll totally flip
      • A blank slate
      • You're making a scene
    • Time for action – set up two Scenes
      • No right answer
    • Time for action – prepare the GUI
      • The beat of your own drum
    • Time for action – create and link a custom GUI skin
    • Time for action – create a button UI control
      • Want font?
      • Cover your assets
    • Time for action – nix the mipmapping
      • Front and center
    • Time for action – center the button
      • To the game!
    • Time for action – add both scenes to the build list
      • Set the stage for robots
    • Time for action – prepare the game Scene
      • The game plan
      • Have some class!
    • Time for action – store the essentials
      • Start me up
      • Going loopy
      • The anatomy of a loop
      • To nest is best
      • Seeing is believing
    • Time for action – create an area to store the grid
      • Build that grid
      • Now you're playing with power!
  • Chapter 6: Game #2: Robot Repair Part 2
    • From zero to game in one chapter
      • Finding your center
    • Time for action – center the game grid vertically
    • Time for action – center the game grid horizontally
    • Down to the nitty griddy
      • Do the random card shuffle
    • Time for action – prepare to build the deck
      • Let's break some robots
    • Time for action – build the deck
    • Time for action – modify the img argument
      • What exactly is "this"?
      • Random reigns supreme
      • Second dragon down
      • Time to totally flip
    • Time for action – make the cards two-sided
    • Time for action – build the card-flipping function
    • Time for action – build the card-flipping function
      • Pumpkin eater
      • Stabby McDragonpoker rides again
      • Game and match
    • Time for action – ID the cards
    • Time for action – compare the IDs
      • On to the final boss
      • Endgame
    • Time for action – check for victory
      • Endgame
      • Bring. It. On.
  • Chapter 7: Don't Be a Clock Blocker
    • Apply pressure
    • Time for action – prepare the clock script
    • Time for more action – prepare the clock text
    • Still time for action – change the clock text color
    • Time for action rides again – create a font texture and material
    • Time for action – what's with the tiny font?
    • Time for action – prepare the clock code
    • Time for action – create the countdown logic
    • Time for action – display the time on-screen
      • Picture it
    • Time for action – grab the picture clock graphics
    • Time for action – flex those GUI muscles
      • The incredible shrinking clock
      • Keep your fork—there's pie!
      • How they did it
    • Time for action – rig up the textures
    • Time for action – write the pie chart Script
    • Time for action – commence operation pie clock
    • Time for action – positioning and scaling the clock
    • Unfinished business
  • Chapter 8: Ticker Taker
    • Welcome to Snoozeville
      • Model behavior
    • Time for action – explore the models
    • Time for action – hands up!
    • Time for action – change the FBX import scale settings
    • Time for action – make the Mesh Colliders convex
    • Time for action – make the Hands and Tray follow the Mouse
    • Time for action – get your heart on
    • Time for action – ditch the Ball and Paddle
    • Time for action – material witness
    • This Just In: This Game Blows
    • Time for action – multiple erections
    • Time for action – create a font texture
    • Time for action – create the HeartBounce Script
    • Time for action – tag the tray
    • Time for action – tweak the bounce
    • Time for action – keeping track of the bounces
    • Time for action – add the lose condition
    • Time for action – add the Play Again button
      • Ticker Taken
  • Chapter 9: Game #3: The Break-Up
    • Time for action – bombs away!
    • Time for action – poke those particles
    • Time for action – create a Spark Material
    • Time for action – prefabulous
    • Time for action – lights, camera, apartment
    • Time for action – add the character
    • Time for action – register the animations
    • Time for action – script the character
    • Time for action – open the Pod Bay Door, Hal
    • Time for action – collision-enable the Character
    • Time for action – re-Prefab the Prefab
    • Time for action – apocalypse now?
    • Time for action – go boom
    • Time for action – the point of impact
    • Time for action – hook up the explosion
    • Summary
  • Chapter 10: Game #3: The Break-Up Part 2
    • Time for action – amass some glass
    • Time for action – create a Particle System
    • Time for action – make it edgier!
    • Time for action – contain the explosion
    • Time for action – let's get lazy
    • Very variable?
    • Terminal velocity is a myth—bombs fall faster
    • Time for action – tag the objects
    • Time for action – write the collision detection code
    • Time for action – animation interrupts
    • Time for action – add facial explosions
    • Time for action – make some noise
    • Time for action – add sounds to the FallingObjectScript
    • What's the catch?
    • Time for action – mix it up a bit
    • Summary
  • Chapter 11: Game #4: Shoot the Moon
    • Time for action – duplicate your game project
    • Time for action – space this sucker up a bit
    • Time for action – enter the hero
    • Time for action – it's a hit!
    • Time for action – bring on the bad guys
    • Time for action – do some housekeeping
    • Time for action – fixing the fall
    • Time for action – tweak the hero
    • Time for action – give up the func
    • Time for action – itchy trigger finger
    • Time for action – futurize the bullet
    • Time for action – building Halo
    • Time for action – fire!
    • Time for action – Code Do-Si-Do
    • Time for action – the maaagic of aaaarguments
    • Time for action – add the most important part of any space
    • shooter
      • Last year's model
    • Summary
    • More hospitality
  • Chapter 12: Action!
    • Open heart surgery
    • Time for action – haul in the hallway
    • Time for action – meet me at camera two
    • Time for action – adjust the Main Camera
    • Time for action – deck the halls
    • Time for action – turn on the lights
    • Time for action – set up the camera rig
    • Time for action – animate the bouncer
    • Time for action – I like to move it move it
    • Time for action – animate the runner
    • Time for action – how to "handle" Nurse Slipperfoot
    • Time for action – you spin me right round
    • Time for action – deploy your game
      • Time to grow
      • Beyond the book
  • Appendix: References
    • Online resources
    • Offline resources
    • Free development tools
      • Graphics
      • Sound
    • Content sites
    • Game Portals

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