Beginning 3D Game Development with Unity: the World’S Most Widely Used Multi-Platform Game Engine

Beginning 3D Game Development with Unity: the World’S Most Widely Used Multi-Platform Game Engine

Beginning 3D Game Development with Unity: The World’s Most Widely Used Multi-platform Game Engine ■ ■ ■ Sue Blackman i ■ CONTENTS Beginning 3D Game Development with Unity: The World’s Most Widely Used Multiplatform Game Engine Copyright © 2011 by Sue Blackman All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher. LucasArts and the LucasArts logo are registered trademarks of Lucasfilm Ltd. © 1992-1998 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. & ® TM as indicated. All rights reserved. ISBN 978-1-4302-3422-7 ISBN 978-1-4302-3423-4 (eBook) Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. President and Publisher: Paul Manning Lead Editor: Michelle Lowman Technical Reviewer: Peter Laliberte and Robert Reed Editorial Board: Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell, Jonathan Gennick, Jonathan Hassell, Michelle Lowman, James MarkhamMatthew Moodie, Jeff Olson, Jeffrey Pepper, Frank Pohlmann, Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Matt Wade, Tom Welsh Coordinating Editor: Anita Castro Copy Editor: Mary Behr, Mary Ann Fugate, and Sharon Terdeman Compositor: Richard Ables Indexer: BIM Indexing & Proofreading Services Artist: SPi Global Cover Designer: Anna Ishchenko Distributed to the book trade worldwide by Springer Science+Business Media, LLC., 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail [email protected], or visit www.springeronline.com. For information on translations, please e-mail [email protected], or visit www.apress.com. Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk Sales– eBook Licensing web page at www.apress.com/bulk-sales. The information in this book is distributed on an “as is” basis, without warranty. Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work. The source code for this book is available to readers at www.apress.com. You will need to answer questions pertaining to this book in order to successfully download the code. ii ■ CONTENTS For Phillip, who kept reminding me about how long I had been talking about writing this book iii ■ CONTENTS Contents at a Glance ■About the Author ......................................................................................................................... xv ■About the Technical Reviewer.................................................................................................... xvi ■Acknowledgments..................................................................................................................... xvii ■Introduction.............................................................................................................................. xviii ■Chapter 1: Exploring the Genre...................................................................................................... 1 ■Chapter 2: Unity UI Basics—Getting Started ............................................................................... 45 ■Chapter 3: Scripting: Getting Your Feet Wet ................................................................................ 93 ■Chapter 4: Terrain Generation: Creating a Test Environment ................................................... 121 ■Chapter 5: Navigation and Functionality .................................................................................. 181 ■Chapter 6: Cursor Control.......................................................................................................... 251 ■Chapter 7: Action Objects.......................................................................................................... 309 ■Chapter 8: Managing State........................................................................................................ 407 ■Chapter 9: Object Metadata....................................................................................................... 439 ■Chapter 10: Message Text ......................................................................................................... 453 ■Chapter 11: Inventory Logic ...................................................................................................... 505 ■Chapter 12: Managing the Inventory ......................................................................................... 545 ■Chapter 13: Finishing the Basic Functionality........................................................................... 587 ■Chapter 14: Getting Down to Game............................................................................................ 655 ■Chapter 15: A Maze and the Final Level .................................................................................... 753 ■Chapter 16: Menus and Levels .................................................................................................. 821 ■Chapter 17: Beyond the Basics.................................................................................................. 907 ■Appendix A: SSE Shader Graphs................................................................................................ 939 ■Appendix B: Key Codes.............................................................................................................. 943 ■Appendix C: Final Sequence ...................................................................................................... 949 ■Index.......................................................................................................................................... 951 iv ■ CONTENTS Contents ■About the Author ......................................................................................................................... xv ■About the Technical Reviewer.................................................................................................... xvi ■Acknowledgments..................................................................................................................... xvii ■Introduction.............................................................................................................................. xviii ■Chapter 1: Exploring the Genre...................................................................................................... 1 Historical Reference ........................................................................................................................... 1 Graphical Adventure....................................................................................................................... 4 LucasArts Titles.............................................................................................................................. 6 Fast Forward to Real Time............................................................................................................. 6 What draws people to this genre?...................................................................................................... 7 Intriguing Locations and Entertaining Solutions............................................................................... 13 Defining a Style............................................................................................................................ 14 Compartmentalizing Environments.............................................................................................. 17 Parallax ........................................................................................................................................ 18 Animation..................................................................................................................................... 20 Challenges, Tasks, and Puzzles ................................................................................................... 20 What went wrong with the genre?................................................................................................... 20 Modern Successes of the Genre....................................................................................................... 22 What basic human characteristics make for fun?............................................................................ 23 Why make your own?....................................................................................................................... 25 Multiple Roles .............................................................................................................................. 25 Two Logical Variations for Indies ....................................................................................................

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