Unity 3.x Game Development by Example
Browser-based 3D? Welcome to the future
Time for action – Install the Unity Web Player
Walk before you can run (or double jump)
There's no such thing as "finished"
Don't stop there live a little!
The mechanic that launched a thousand games
Creating the ball and the hitter
Time for action – Creating the ball
Time for action – Renaming the ball
Time for action – Moving the ball Into the "sky"
Time for action – Shrinking the ball
Time for action – Saving your scene
Time for action – Adding the paddle
Time for action – Adding a light
Time for action – Moving and rotating the light
Time for action – Camera mania
Time for action – Test your game
Time for action – Adding physics to your game
Understanding the gravity of the situation
Time for action – Make the ball bouncy
Time for action – Writing your first Unity script
With great sandwich comes great responsibility
Time for action – Find the Mesh Renderer component
Time for action – Make the ball re-appear
Time for action – Journey to the Unity Script Reference
What's another word for "huh"?
Time for action – Unstick the script
Time for action – Creating a new MouseFollow script
Time for action – Animating the paddle
Screen coordinates versus world coordinates
Time for action – Listening to the paddle
Time for action – Logging the new number
Time for action – Declaring a variable to store the screen midpoint
Time for action – Following the Y position of the mouse
Time for action – Re-visiting the Unity Language Reference
Time for action – Adding the sample code to your script
Time for action – Setting up two scenes
Time for action – Preparing the GUI
Time for action – Creating and linking a custom GUI skin
Time for action – Creating a button UI control
Time for action – Nix the mip-mapping
Time for action – Centering the button
Time for action – Adding both scenes to the Build List
Time for action – Preparing the game scene
Time for action – Storing the essentials
Time for action – Creating an area to store the grid
Now you're playing with power!
From zero to game in one chapter
Time for action – Centering the game grid vertically
Time for action – Centering the game grid horizontally
Time for action – Preparing to build the deck
Time for action – Building the deck
Time for action – Modifying the img argument
Time for action – Making the cards two-sided
Time for action – Building the card-flipping function
Time for action – Building the card-flipping function
Stabby McDragonpoker rides again
Time for action – ID the cards
Time for action – Comparing the IDs
Time for action – Checking for victory
Time for action – Preparing the clock script
Time for more action Preparing the clock text
Still Time for action – Changing the clock text color
Time for action – rides again Creating a font texture and material
Time for action – What's with the tiny font?
Time for action – Preparing the clock code
Time for action – Creating the countdown logic
Time for action – Displaying the time onscreen
Time for action – Grabbing the picture clock graphics
Time for action – Flexing those GUI muscles
The incredible shrinking clock
Time for action – Rigging up the textures
Time for action – Writing the pie chart script
Time for action – Commencing operation pie clock
Time for action – Positioning and scaling the clock
Time for action – Exploring the models
Time for action – Changing the FBX import scale settings
Time for action – Making the mesh colliders convex
Time for action – Making 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
Time for action – Multiple erections
Time for action – Creating a font texture
Time for action – Creating the HeartBounce script
Time for action – Tagging the tray
Time for action – Tweak the bounce
Time for action – Keeping track of the bounces
Time for action – Adding the lose condition
Time for action – Adding the Play Again button
Time for action – Poke those particles
Time for action – Creating a spark material
Time for action – Lights, camera, apartment
Time for action – Adding the character
Time for action – Registering the animations
Time for action – Scripting the character
Time for action – Opening 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 – The point of impact
Time for action – Hook up the explosion
Time for action – Amass some glass
Time for action – Creating a Particle System
Time for action – Making it edgier!
Time for action – Containing the explosion
Time for action – Let's get lazy
Terminal velocity is a myth bombs fall faster
Time for action – Tagging the objects
Time for action – Writing the collision detection code
Time for action – Animation interrupts
Time for action – Adding facial explosions
Time for action – Making some noise
Time for action – Adding sounds to the FallingObjectScript
Time for action – Mixing it up a bit
Time for action – Duplicating your game project
Time for action – Spacing this sucker up a bit
Time for action – Enter the hero
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 – Code do-si-do
Time for action – The maaagic of aaaarguments
Time for action – Adding the most important part of any space shooter
Time for action – Haul in the hallway
Time for action – Meet me at camera two
Time for action – Adjusting the Main Camera
Time for action – Deck the halls
Time for action – Turn on the lights
Time for action – Setting up the camera rig
Time for action – Animating the bouncer
Time for action – I like to move it, move it
Time for action – Animating the runner
Time for action – How to "handle" Nurse Slipperfoot
Time for action – You spin me right round