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Hands-On Unity 2023 Game Development, Fourth Edition - Published by Packt

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Hands-On Unity Game Development, Fourth Edition

This is the code repository for Hands-On Unity Game Development, Fourth Edition, published by Packt.

Unlock the power of Unity 2023 and build your dream game

The authors of this book are -Nicolas Alejandro Borromeo, Juan Gabriel Gomila Salas

About the book

Take your game development skills to the next level. Dive into the world of game creation confidently by elevating your game development skills. This book is your definitive and practical guide to unlocking the full potential of Unity 2023. Every chapter is designed to empower you to customize your own game, not just replicate what's in the book. This new edition includes immersive Augmented Reality (AR) experiences and performance optimization with Data-Oriented Technology Stack (DOTS).

From Scene Creation to seamless Assert Integration, dive into C# programming and Visual Scripting with step-by-step guidance for beginners. Implement dynamic gameplay elements, including movement, spawning, physics, and health systems. Delve deeper into the magic of Game AI through sensor-driven decision-making with Finite State Machines (FSMs). Elevate your visuals with materials, shaders, textures, and particle systems. Optimize performance with Profiler insights and debug your game for a polished final product.

Whether you're a beginner or a seasoned pro, this book will equip you with the skills needed to bring your game ideas to life.

Key Takeaways

  • Build a game that includes gameplay, player and non-player characters, assets, animations, and more
  • Learn C# and Visual Scripting to customize player movements, the UI, and game physics
  • Implement Game AI to build a fully functional enemy capable of detecting and attacking
  • Use Universal Render Pipeline (URP) to create high-quality visuals with Unity
  • Create win-lose conditions using design patterns such as Singleton and Event Listeners
  • Implement realistic and dynamic physics simulations with the new Physics System

Outline and Chapter Summary

Section 1: Getting Started with Unity

  1. Embark on Your Unity Journey
  2. Crafting Scenes and Game Elements
  3. From Blueprint to Reality: Building with Terrain and ProBuilder
  4. Seamless Integration: Importing and Integrating Assets

Section 2: Mastering Programming and Gameplay Mechanics

  1. Unleashing the Power of C# and Visual Scripting
  2. Dynamic Motion: Implementing Movement and Spawning
  3. Collisions and Health: Detecting Collisions Accurately
  4. Victory or Defeat: Win and Lose Conditions
  5. Starting your AI Journey: Building Intelligent Enemies for Your Game

Section 3: Elevating Visuals, Effects, and Audio

  1. Material Alchemy: Using URP and Shader Graph for Stunning Visuals
  2. Captivating Visual Effeects: Harnessing Particle Systems and VFX Graph
  3. Enlightening Worlds: Illuminating Scenes with the Universal Render Pipeline
  4. Immersive Realism: Achieving Fullscreen Eff ects with Postprocessing
  5. Harmonious Soundscapes: Integrating Audio and Music

Section 4: Designing User Interfaces, Animations and Advanced Concepts

  1. Interface Brilliance: Designing User-Friendly UI
  2. Next-Gen UI: Creating Dynamic Interfaces with UI Toolkit
  3. Animated Realities: Craft ing Animations with Animator, Cinemachine, and Timeline
  4. Performance Wizardry: Optimizing Your Game with Profiler Tools
  5. From Prototype to Executable: Generating and Debugging Your Game
  6. AR/VR
  7. Massive Worlds: Introduction to DOTS

Chapter 1, Embark on Your Unity Journey

Teaches you how to install and set up Unity on your computer,as well as how to create your fi rst project.

Chapter 2, Crafting Scenes and Game Elements

Teaches you the concepts of Scenes and GameObjects the Unity way to describe what your game world is composed of.

Chapter 3, From Blueprint to Reality: Building with Terrain and ProBuilder

It is where we will be creating our first level layout, prototyping it with the Terrain and ProBuilder Unity features.

Chapter 4, Seamless Integration: Importing and Integrating Assets

It is where we will be creating our first level layout, prototyping it with the Terrain and ProBuilder Unity features.

Chapter 5, Unleashing the Power of C# and Visual Scripting

It is the fi rst programming chapter of the book. We will learn how to create our first script using C# in the Unity way, and then we will explore how to do the same with Visual Scripting, the new node-based coding language of Unity.

Chapter 6, Dynamic Motion: Implementing Movement and Spawning

Teaches you how to program the movement of your objects and how to spawn them. This chapter introduces the new Unity Input System. General programming knowledge is assumed from this point on.

Chapter 7, Collisions and Health: Detecting Collisions Accurately

Teaches you how to confi gure the Physics settings of objects to detect when two of them collide and react to the collision, creating a health system, in this case.

Chapter 8, Victory or Defeat: Win and Lose Conditions

Covers how to detect when the game should end,both when the player wins and loses.

Chapter 9, Starting your AI Journey: Building Intelligent Enemies for Your Game

Covers creating a basic AI using several Unity features for creating challenging enemies in our game.

Chapter 10, Material Alchemy: Using URP and Shader Graph for Stunning Visuals

Shows how to use one of the latest Unity render systems (Universal Render Pipeline, or URP) and how to create eff ects with the Shader Graph feature.

Chapter 11, Captivating Visual Effeects: Harnessing Particle Systems and VFX Graph

Teaches you how to create visual eff ects such as water and fi re using the two main Unity tools for doing so, Particle Systems and VFX Graph, and how to make scripts that control them according to what’s happening in the game.

Chapter 12, Enlightening Worlds: Illuminating Scenes with the Universal Render Pipeline

Looks at lighting, which is a concept big enough to have its own chapter. Here, we will deepen our knowledge of the Universal Render Pipeline, specifi cally its lighting capabilities.

Chapter 13, Immersive Realism: Achieving Fullscreen Eff ects with Postprocessing

Teaches you how to add a layer of eff ects on top of your scene graphics using the postprocessing feature of the Universal Render Pipeline to get that film effect most modern games have today.

Chapter 14, Harmonious Soundscapes: Integrating Audio and Music

Covers a topic that is underestimated by most beginner developers; here we will learn how to properly add sound and music to our game, taking into consideration its impact on performance. This also covers how to script the sound.

Chapter 15, Interface Brilliance: Designing User-Friendly UI

Looks at the User Interface (UI). Of all the graphical ways to communicate information to the user, the UI is the most direct one. We will learn how to display information in the form of text, images, and life bars using the Unity UI system, and also how to script the UI.

Chapter 16, Next-Gen UI: Creating Dynamic Interfaces with UI Toolkit

Looks at UI Toolkit, which is the successor of Canvas, the UI system we learned about in the previous chapter. We will explore it to get ahead and be prepared for Unity’s use of this HTML-based toolkit in the future.

Chapter 17, Animated Realities: Craft ing Animations with Animator, Cinemachine, and Timeline

Takes us further than the static scene we have created so far. In this chapter, we will start moving our characters and creating cutscenes with the latest Unity features to do so, and how to script them.

Chapter 18, Performance Wizardry: Optimizing Your Game with Profiler Tools

Discusses how making our game perform well is no easy task, but is certainly needed to release it. Here, we will be learning how to profile our game’s performance and tackle the most common performance issues.

Chapter 19, From Prototype to Executable: Generating and Debugging Your Game

Teaches you how to convert your Unity project into an executable format to distribute it to other people and run it without Unity installed.

Chapter 20, AR/VR

Teaches you how to create an AR application with Unity’s AR Foundation package, one of the most recent ways to create AR applications with Unity.

Chapter 21, Massive Worlds: Introduction to DOTS

Teaches you how to start creating projects with DOTS, the new Unity technology that allows the creation of highly performant games to create complex gameplay involving thousands of objects on scene.

If you feel this book is for you, get your copy today! Coding

With the following software and hardware list you can run all code files present in the book (Chapter number mention here).

Software and hardware list

Chapter Software required Link to the software Hardware specifications OS required
All chapters Unity 2023.2 https://unity.com/releases/editor/whats-new/2023.2.2 Should work on any recent computer Windows, MacOS, Linux (any)
All chapters Visual Studio 2022 Community https://visualstudio.microsoft.com/downloads/ Should work on any recent computer Windows, MacOS (any)
All chapters XCode 15 https://developer.apple.com/xcode/ Should work on any recent computer MacOS (any)

Know more on the Discord server Coding

You can get more engaged on the discord server for more latest updates and discussions in the community at Discord

Download a free PDF Coding

If you have already purchased a print or Kindle version of this book, you can get a DRM-free PDF version at no cost. Simply click on the link to claim your free PDF. Free-Ebook Coding

We also provide a PDF file that has color images of the screenshots/diagrams used in this book at GraphicBundle Coding

Get to know the Author

Nicolas Alejandro Borromeo is a game developer currently working for Unity Technologies as a Senior Soft ware Development Consultant and Unity Certifi ed Instructor in London. He is helping Unity clients with their projects all over the world. He started using Unity in 2008 and teaching it in 2012 in Universities and Education Institutes.

Juan Gabriel is the CEO of Frogames Formación, a Spanish e-learning platform. He has reached over half a million students worldwide, publishing around 200 courses.

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Hands-On Unity 2023 Game Development, Fourth Edition - Published by Packt

License:MIT License


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