更新时间:2021-06-18 18:17:27
封面
版权信息
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Preface
Chapter 1: Designing a Game from Scratch
Game concept
Game characters
Gameplay
The difficulty balance
Documentation
Summary
Chapter 2: Setting Up Unity
Why use a game engine such as Unity?
Installing Unity
Creating projects
Chapter 3: Working with Scenes and GameObjects
Manipulating scenes
GameObjects and components
Object hierarchies
Prefabs
Saving scenes and projects
Chapter 4: Grayboxing with Terrain and ProBuilder
Creating a Landscape with Terrain
Creating Shapes with ProBuilder
Chapter 5: Importing and Integrating Assets
Importing assets
Integrating assets
Configuring assets
Chapter 6: Materials and Effects with URP and Shader Graph
Introducing Shaders
Creating Shaders with Shader Graph
Using Textures
Combining Textures
Applying transparency
Chapter 7: Visual Effects with Particle Systems and VFX Graph
Introduction to particle systems
Creating fluid simulations
Creating complex simulations with VFX Graph
Chapter 8: Lighting Using the Universal Render Pipeline
Applying lighting
Applying shadows
Optimizing lighting
Chapter 9: Fullscreen Effects with postprocessing
Using postprocessing
Using advanced effects
Chapter 10: Sound and Music Integration
Importing audio
Integrating and mixing audio
Chapter 11: User Interface Design
Understanding Canvas and RectTransform
Canvas objects types
Creating a responsive UI
Chapter 12: Creating Animations with Animator Cinemachine and Timeline
Using skeletal animations with Animator
Creating dynamic cameras with Cinemachine
Creating cutscenes with Timeline
Chapter 13: Introduction to Unity Scripting with C#
Creating C# scripts
Using events and instructions
Chapter 14: Implementing Movement and Spawning
Implementing movement
Implementing spawning
Chapter 15: Physics Collisions and Health System
Configuring Physics
Detecting collisions
Moving with Physics
Chapter 16: Win and Lose Conditions
Creating Object Managers
Creating Game Modes
Improving our code with events
Chapter 17: Scripting the UI Sounds and Graphics
Scripting the UI
Scripting feedback
Chapter 18: Implementing Game AI for Building Enemies
Gathering information with sensors
Making decisions with FSMs
Adding final details
Chapter 19: Scene Performance Optimization
Optimizing graphics
Optimizing processing