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?
- 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
- Kick up a new Unity project
- 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!
- You'll totally flip
- 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.
- From zero to game in one chapter
- 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
- Welcome to Snoozeville
- 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