Unity 2021 Cookbook - Matt Smith, Shaun Ferns

Unity 2021 Cookbook

Over 140 recipes to take your Unity game development skills to the next level, 4th Edition

, (Autoren)

Buch | Softcover
816 Seiten
2021 | 4th Revised edition
Packt Publishing Limited (Verlag)
978-1-83921-761-6 (ISBN)
49,85 inkl. MwSt
Unity 2021 Cookbook is a practical guide with recipes covering a wide variety of Unity’s essential features. This new edition has been fully updated for Unity 2021 to help you discover not only the latest features but also modern game development practices.
Discover the latest features of Unity 2021 and dive deeper into the nuances of professional game development with Unity

Key Features

Discover the latest features of Unity 2021 including coverage of AR/VR development
Follow practical recipes for better 2D and 2D character development with Unity GameKits
Learn powerful techniques and expert best practices in building 3D objects, textures, and materials

Book DescriptionIf you are a Unity developer looking to explore the newest features of Unity 2021 and recipes for advanced challenges, then this fourth edition of Unity Cookbook is here to help you.

With this cookbook, you’ll work through a wide variety of recipes that will help you use the essential features of the Unity game engine to their fullest potential. You familiarize yourself with shaders and Shader Graph before exploring animation features to enhance your skills in building games.

As you progress, you will gain insights into Unity's latest editor, which will help you in laying out scenes, tweaking existing apps, and building custom tools for augmented reality and virtual reality (AR/VR) experiences. The book will also guide you through many Unity C# gameplay scripting techniques, teaching you how to communicate with database-driven websites and process XML and JSON data files.

By the end of this Unity book, you will have gained a comprehensive understanding of Unity game development and built your development skills. The easy-to-follow recipes will earn a permanent place on your bookshelf for reference and help you build better games that stay true to your vision.

What you will learn

Discover how to add core game features to your projects with C# scripting
Create powerful and stylish UI with Unity’s UI system, including power bars, radars, and button-driven scene changes
Work with essential audio features, including background music and sound effects
Discover Cinemachine in Unity to intelligently control camera movements
Add visual effects such as smoke and explosions by creating and customizing particle systems
Understand how to build your own Shaders with the Shader Graph tool

Who this book is forIf you’re a Unity developer looking for better ways to resolve common recurring problems with recipes, then this book is for you. Programmers dipping their toes into multimedia features for the first time will also find this book useful. Before you get started with this Unity engine book, you’ll need a solid understanding of Unity’s functionality and experience with programming in C#.

Matt Smith is computing academic at TUDublin (Technological University of Dublin) Ireland, where he leads the DRIVE Research Group (Digital Realities, Interaction, and Virtual Environments). Matt started computer programming on a brand new ZX80 and submitted 2 games for his computing O-level exam. After nearly 10 years as a full-time student on a succession of scholarships, he gained several degrees in computing, including a Ph.D. in computational musicology. In 1985, Matt wrote the lyrics and was in the band whose music appeared on the audio cassette carrying the computer game Confuzion. Matt is a documentation author for the open-source Unity Fungus visual scripting and dialogue system. Shaun is a lecturer at Technological University Dublin. He is currently teaching on the BA (Hons) in Creative Digital Media where he is lead in the delivery of the Multimedia Stream. He is currently exploring serious games for construction-related training as well as the opportunities transmedia provides in improving user experience and engagement in cultural archive artifacts. His educational research is currently driven by his interest in self-determined learning (heutagogy), rhizomatic learning theory, micro-credentialing /digital badging, and curriculum development.

Table of Contents

Displaying Data with Core UI Elements
Responding to User Events for Interactive UIs
Inventory and Advanced UIs
Playing and Manipulating Sounds
Creating 3D Objects, Terrains, Textures and Materials
2D Animation and Physics
Characters, GameKits, and Starter Assets
Web Server Communication and Online Version Control
Controlling and Choosing Positions
Navigation Meshes and Agents
Cameras and Rendering Pipelines
Shader Graphs and Video Players
Advanced Topics – Gizmos, Automated Testing, and More
Particles Systems and Other Visual Effects
Virtual and Augmented Reality (VR/AR)

Erscheinungsdatum
Vorwort Chris Gregan
Verlagsort Birmingham
Sprache englisch
Maße 75 x 93 mm
Themenwelt Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-83921-761-8 / 1839217618
ISBN-13 978-1-83921-761-6 / 9781839217616
Zustand Neuware
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