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- unity3d - Awesome Course
- Professional Unity and C#: Multi-Platform 3D Game Development
- Pro Unity Game Development with C#
- Pro Unity Game Development with C# Book Book
unity3d - Awesome Course
A short summary of this paper. For your convenience Apress has placed some of the front matter material after the index. Please use the Bookmarks and Contents at a Glance links to access them. We'll see things not just from a more abstract and theoretical standpoint, but we'll see how theory is applied in real-world cases to get work done, gradually piecing together a complete game we can play and enjoy, and also extend upon and improve.
The aim is to show you some real-world applications of C scripting that you can take away to use on your own projects, achieving your creative vision more easily and effectively. There are, of course, many things we won't cover here.
Additionally, we won't be covering C basics, such as variables, functions, and loops. I'll assume you already know that stuff. Further, although we'll cover some level and game-design issues as we start out with our game project in Chapters 1 and 2, we won't be going too far in depth on that subject, as it's covered amply elsewhere and because the main focus here is on C and scripting specifically.
And finally, we won't be covering every aspect of the C language or every possible way it can be used. This is for the simple reason that no book could hope to do that, just as no English dictionary can tell you about every possible combination of words or every possible application of them.
This book covers a specific set of C features in a specific set of ways. The idea is that by showing you specific cases and specific applications, you can see how the general techniques apply to your own games. This book has been written to be a complete C scripting course.
For this reason, you'll probably get the most from it by reading it from start to end, chapter by chapter, consulting the source code and project files along the way. Further, it'd be really great if you could read this book while seated at the computer with Unity in front of you, along with the book files, to make comparisons, testing, and checking easier. You can read it on a train or plane or elsewhere and still benefit; but the greatest benefit will come if you can readily switch between the book and your computer, following the steps and instructions, and completing the exercises.
There's a lot to do in this book; it's not intended to simply be read. It expects you to follow along and join in. What Are the Companion Files? As mentioned earlier, this book has a practical focus. That means it encourages you not just to read, but to do things. In each chapter, we'll be working in software, using the features of Unity and MonoDevelop, and other software, to create a working first-person shooter game.
This book has been designed and configured for you to follow along with me, repeating the steps I take, while understanding them too, to build a first-person shooter in parallel.
However, the book companion files feature all the assets I've used and the projects I've made for you to use should you wish to start at specific chapter or start from exactly the same place as me.
Each and every chapter features its own folder in the companion files, and features a start and end project. The chapter begins with the start project and move toward the end project. Each chapter features notes and comments directing you to the relevant companion files when appropriate; so please be on the lookout for those as we progress. The Apress companion files for this book can be found at www.
The core objective of this book is to thoroughly explore the development of a first-person shooter FPS game from start to finish. Further, it aims to do so in a way that'll have strong practical relevance for you and your own projects. This book is intended to be read as a complete course; meaning you should read it on a chapter-by-chapter basis, in sequence from beginning to end, thinking of each chapter as an independent class or lesson.
If you follow this book carefully in order, sitting at the computer and working along with me in Unity, then by the end, you should have completed a playable FPS game that runs on desktop platforms and has mobile potential. But much more than this: you'll have seen and explored many C coding techniques that have wider relevance and importance than only to the specific game created here.
As we progress, considering techniques and ideas, it's important to see them in their broader context, as tools you can use in your own ways and for your own games.
Don't just think of them as ideas limited to this book and this project-because they're not. A further and final quality of this book, which makes it unique among the tutorial literature available today, is its strong "professional" focus.
The book title is Pro Unity Game Development with C , and the word Pro has an important meaning worth clarifying before getting started with development.
Pro short for professional and is especially vague in the games industry. This is because it means different things to different people, and there's little or no consensus about which definition is correct, if any. To some, being a professional simply means your main income stems from making video games. To others, you can also be a professional by making games part-time, or even as a hobby, so long as you sell them for money. For others, being a professional is about having a recognized degree or qualification from an established authority, like a university.
And to others, professionalism has nothing to do with money or education, and is about making games of a specific quality and polish. Now, it's not my intention to promote any of these definitions as correct exclusively. I want to capture at least something of them all in this book when I use the term professional. By "professional," I mean this book has a strong practical flavor and value, as opposed to a theoretical or academic flavor.
Its aim is not to introduce you to Unity or C development as though you were a complete newcomer, or to debate about the nuances or specifics of more advanced features. Big Cheese see Figure , the boss of the Corporation. Because he relies on protection from his Tough Guys, he doesn't have a range attack; but he's no lightweight either. When he strikes with his fists, the Player will suffer severe damage.
If an Enemy's health is reduced to 0 or below, it is destroyed and permanently removed from the game. In addition to health, all three enemies exhibit intelligence. Having been alerted to the Player's intrusion into their Corporation headquarters, they'll all be on patrol, searching for him or her.
If they find the Player, they'll give chase until they enter attacking distance. When they do, they'll attack with all their mightiness. If the Player chooses to attack an Enemy, it must be done so with a Weapon. The Player can equip only one weapon at any one time, and there are a total of two weapons in the game, each behaving slightly differently and each dealing different amounts of Damage. At game-start, the Player begins equipped with the default weapon of Fists see Figure This weapon is permanently accessible and never runs out of ammunition because it's not the kind of weapon to require ammunition.
This weapon, however, has the shortest attack range and deals the least damage to Enemies. There is also the Pistol weapon see Figure , which offers ranged attack and deals more damage, but must be collected in the Level through a Power-Up.
This weapon has limited ammo, which reduces each time the weapon is fired. The ammo can be restored by collecting an Ammo Restore Power-Up. When the ammo expires, the weapon becomes unusable. During game play, the Player will be able to cycle through all collected weapons, choosing which one to use.
The Level represents the complete game environment, plus everything else inside it. The level architecture, such as the walls and floors, will be composed into integrated wholes from separate and modular mesh pieces, which I've modeled beforehand using the free 3D software Blender.
Modular means the environment was created in blocks, or modules, which match at the seams. So each module fits together with others and may be recombined, like Lego bricks, to form larger and more complete environments inside the Unity Editor. More on this later. See Figure for the game environment, as seen inside the Unity Editor. Note Level design and modular techniques are considered briefly in the next chapter for the sake of completeness.
However, the primary focus of this book is on using C in Unity to code and customize game behavior specifically. Consequently, modular design and level building will not receive extensive coverage. But don't worry: this book provides a Unity project, already configured with a level assembled from meshes, from which we'll begin work together by adding C code. This refers to all the 2D graphics or widgets overlaid on the screen to provide the user with access to game options or information.
The HUD as shown in Figure refers to all the small displays overlaid onto the screen while the game is being played such as a cash counter and health information , to keep the player updated in real time on vital game statistics. In contrast, the main menu as shown in Figure is a separate screen or window that is shown to allow the Player access to game-wide features, such as restarting the game, exiting the game, and also loading and saving the game.
While the main menu is visible onscreen, all other game events, such as the movement of Enemies and the actions of the Player, should be paused and frozen. The previous sections, taken together in combination with the YouTube gameplay video URL provided earlier , should offer a strong enough and clear enough vision of CMOD.
These resources will constitute our game design document GDD , a document clearly articulating the vision of the game to make. For most games, the GDD will typically be longer and more comprehensive than ours, but our GDD is sufficient and fit for purpose in our case. The design may initially seem "simple" or maybe not!
The game we've planned actually involves a lot of work, especially C coding work. Each subsequent chapter is dedicated to a specific aspect or subset of development.
Professional Unity and C#: Multi-Platform 3D Game Development
Build immersive game experiences using the new Unity features with this practical guide Key Features Unleash the ca. English Pages  Year Key Features One stop solution towards becoming proficient in mobile game development using Unity Port your Unity games. Key Features Become a Unity master by creating a practical, in-depth game-development project with Unity Use advanced C. Unity3D has long been seen as a massive 3D game-making middleware system, with lots of power and an easy-to-use editor. Do you want to build mobile games, but lack game development experience? No problem.
My Learning. Guided learning journeys. Embark on a guided experience where you unlock free assets, prepare to get Unity Certified, and earn shareable badges to demonstrate your learning to future employers. Designed for anyone new to Unity, this guided learning journey is your first step toward gaining the background, context, and skills you need to confidently create in the Unity Editor and bring your vision to life. Completing this Pathway will equip you with the foundation you need to further your learning and specialize in your area of interest. Welcome to Junior Programmer! Designed for anyone interested in learning to code or obtaining an entry-level Unity role, this pathway assumes a basic knowledge of Unity and has no math prerequisites.
Work fast with our official CLI. Learn more. If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. Its features for implementing gameplay, graphics, and customization using C programming make Unity a comprehensive platform for developing professional-level, rich experiences. If you feel this book is for you, get your copy today!
Pro Unity Game Development with C#
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Pro Unity Game Development with C# Book Book
Game development is among the hottest career options. The same spirit goes behind the development of video games too. The Unity Game Development in 24 Hours book aims to educate the readers about game development in mere 24 hours with 24 sessions. The book leverages the Unity 4 game engine to demonstrate game development at its finest using examples to the likes of Temple Run. The Unity game development book starts with the absolute basics of video game making and slowly moves on to discuss animation and game physics's intricate art.
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Pro Unity Game Development with C PDF pdf download
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This book will help you understand basic concepts of game development in Unity. By the end of Beginning Unity Android Game Development, you will have the knowledge to confidently build an Android game. The book starts by explaining simple programming concepts The official Unity programmer exam will not only
C is the most popular programming language for experienced Unity developers, helping them get the most out of what Unity offers. If you'-re already using C with Unity and you want to take the next step in becoming an experienced, professional-level game developer, this is the book you need. Whether you are a student, an indie developer, or a season game dev professional, you'-ll find helpful C examples of how to build intelligent enemies, create event systems and GUIs, develop save-game states, and lots more. The Mayans PDF no prediction about this, and with Pro just intended to have a game on the day, just as we do on any 31 December of any with.
Выскочив из кабинета, он повернул налево по главному коридору здания Нуматек. Сотрудники почтительно кланялись, когда он проходил мимо. Нуматака хорошо понимал, что эти поклоны вовсе не свидетельствует об их любви к нему, они - всего лишь знак вежливости, которую японские служащие проявляют по отношению даже к самым ненавистным начальникам.
Верно. Но я хочу иметь копию. Я хочу открыть этот проклятый файл и ознакомиться с созданной Танкадо программой. Сьюзан была столь же любопытна, как и ее шеф, но чутье подсказывало ей, что расшифровка алгоритма Цифровой крепости неразумна, какой бы интерес это ни представляло.
Беккер повернулся к нему и заговорил на беглом немецком: - Noch etwas. Что-нибудь. Что помогло бы мне найти девушку, которая взяла кольцо.
Итак, ты уверен, что врет моя статистика. Джабба рассмеялся. - Не кажется ли тебе, что это звучит как запоздалое эхо. Она тоже засмеялась.
И словно по волшебству в этот момент открылась дверь, и в комнату оперативного управления, запыхавшись, вбежала Мидж.
У нее часто возникало чувство, что Стратмор не слишком высокого мнения о Дэвиде и считает, что она могла бы найти себе кого-то поинтереснее, чем простой преподаватель. - Коммандер, - сказала она, - если вы инструктировали Дэвида сегодня утром по телефону из машины, кто-то мог перехватить… - Один шанс на миллион, - возразил Стратмор, стараясь ее успокоить. - Подслушивающий должен был находиться в непосредственной близости и точно знать, что надо подслушивать. - Он положил руку ей на плечо.
В шифровалке вырубилось электричество. Фонтейн поднял глаза, явно удивленный этим сообщением. Мидж подтвердила свои слова коротким кивком. - У них нет света. Джабба полагает, что… - Вы ему звонили.
В условиях, когда пользователи были убеждены, что закодированные с помощью компьютера сообщения не поддаются расшифровке - даже усилиями всемогущего АНБ, - секреты потекли рекой. Наркобароны, боссы, террористы и люди, занятые отмыванием криминальных денег, которым надоели перехваты и прослушивание их переговоров по сотовым телефонам, обратились к новейшему средству мгновенной передачи сообщений по всему миру - электронной почте. Теперь, считали они, им уже нечего было опасаться, представ перед Большим жюри, услышать собственный записанный на пленку голос как доказательство давно забытого телефонного разговора, перехваченного спутником АНБ. Никогда еще получение разведывательной информации не было столь легким делом. Шифры, перехваченные АНБ, вводились в ТРАНСТЕКСТ и через несколько минуты выплевывались из машины в виде открытого текста.
Он не знал, каким образом она поняла, что ему нужно кольцо, но был слишком уставшим, чтобы терзаться этим вопросом. Его тело расслабилось, он представил себе, как вручает кольцо сияющему заместителю директора АНБ. А потом они со Сьюзан будут лежать в кровати с балдахином в Стоун-Мэнор и наверстывать упущенное время. Девушка наконец нашла то, что искала, - газовый баллончик для самозащиты, экологически чистый аналог газа мейс, сделанный из острейшего кайенского перца и чили. Одним быстрым движением она выпрямилась, выпустила струю прямо в лицо Беккеру, после чего схватила сумку и побежала к двери.
Тишина. Наверное, Меган, подумал. У нее оставалось целых пять часов до рейса, и она сказала, что попытается отмыть руку. - Меган? - позвал он и постучал .
Вот. На ступенях прямо перед Халохотом сверкнул какой-то металлический предмет. Он вылетел из-за поворота на уровне лодыжек подобно рапире фехтовальщика. Халохот попробовал отклониться влево, но не успел и со всей силы ударился об него голенью. В попытке сохранить равновесие он резко выбросил руки в стороны, но они ухватились за пустоту.