LEADER 06720nam 22007575 450 001 9910300473403321 005 20200701060844.0 010 $a1-4302-6778-X 024 7 $a10.1007/978-1-4302-6778-2 035 $a(CKB)3710000000143761 035 $a(EBL)1781945 035 $a(SSID)ssj0001278243 035 $a(PQKBManifestationID)11707491 035 $a(PQKBTitleCode)TC0001278243 035 $a(PQKBWorkID)11283938 035 $a(PQKB)10639948 035 $a(MiAaPQ)EBC1781945 035 $a(DE-He213)978-1-4302-6778-2 035 $a(CaSebORM)9781430267782 035 $a(PPN)179762923 035 $a(OCoLC)885593878 035 $a(OCoLC)ocn885593878 035 $a(EXLCZ)993710000000143761 100 $a20140623d2014 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aUnity for Absolute Beginners /$fby Sue Blackman, Jenny Wang 205 $a1st ed. 2014. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2014. 215 $a1 online resource (598 p.) 225 1 $aTechnology in Action 300 $aIncludes index. 311 $a1-322-13206-2 311 $a1-4302-6779-8 327 $aContents at a Glance; Introduction; Chapter 1: The Unity Editor; Installing Unity; Unity User Account; Installing; General Layout; Menus; Getting Started; Navigating the Scene View; Understanding the Scene Gizmo; Exploring the Views; Hierarchy View; Scene View; Game View; Project View; The Inspector; Layout; Project Structure; File Structure; Project Management; Load/Save; Summary; Chapter 2: Unity Basics; Unity GameObjects; Creating Primitives; Transforms; Duplicating GameObjects; Arranging GameObjects; Parenting; Components; Mesh Renderer; Colliders; Mesh Filter; Creating Environments 327 $aDesigning SmartCreating Terrain; Defining the Bounds; Adding Textures; Populating the Terrain; Trees; Plants; Terrain Plants and Wind; Terrain Bloopers; Environment; Shadows; Summary; Chapter 3: Scene Navigation and Physics; Scene Navigation; First Person Controller; Virtual Keys: The InputManager; Components; The Character Controller Component; The Character Motor Component; Colliders; Physics; Rigidbody; Physic Materials; The Is Kinematic Parameter; Forces; Joints; Wind; Cloth; Interacting with the First Person Controller; First Build; Summary; Chapter 4: Importing Static Assets 327 $aSupported Formats3D Assets; Textures; Audio; The Importer; Importing Assets into Your Project; Importing Textures; Importing Meshes; Scale Factor; Asset Optimization; Batching Textures and Objects; Vertex Count; Adding Colliders to Imported Meshes; Improving Generated Materials; Shaders; The Plants; Creating Prefabs; Unity's Asset Store; The Asset Acquisition Process; Summary; Chapter 5: Introduction to Scripting with C#; Scripting for Unity; The Script Editor; Writing Scripts; Introducing Variables; Defining Variable Types; Exposing Variables to the Inspector; The Console and Error Messages 327 $aIntroducing Unity-Specific VariablesAccessing Unity's Scripting Reference; Creating Comments; Exploring Functions; Introducing the Start Function; Adding Contents to Functions; Using "Print to Console "; The Conditional; Using the Update Function; Making Use of Event-Based Functions; Using Collisions to Call Functions; Using Tags; Creating User-Defined Functions; Summary; Chapter 6: Mecanim and Animation; The Story; Importing Animated Assets; Legacy Animation; Adding Audio; Mecanim; Generic Rigs; The Mecanim State Engine; Humanoids; BlendShapes; Native Animation; Summary 327 $aChapter 7: Populating the Game EnvironmentDesign Strategies; Creating the Environment; Utilizing the Prefabs; Revisiting the Gnomatic Garden Defender; Occlusion Culling; Occluder Logic; Arrays and Looping; Game Functionality; Camera Refinements; Adding the Zombie Bunnies; Investigating Instantiation; Randomization; Coroutines as Timers; Spring Planting; Nested Loops; Parenting; Summary; Chapter 8: Weaponry and Special Effects; Weaponry; Simple Projectiles; Particle Systems; Legacy Particle System; Dead Replacements; Shuriken Particle System; Smoke; Exploding Goo; Trailing Particles 327 $aAdvanced Weaponry 330 $aUnity for Absolute Beginners walks you through the fundamentals of creating a small third-person shooter game with Unity. Using the free version of Unity to begin your game development career, you'll learn how to import, evaluate and manage your game resources to create awesome third-person shooters. This book assumes that you have little or no experience with game development, scripting, or 3D assets, and that you're eager to start creating games as quickly as possible, while learning Unity in a fun and interactive environment. With Unity for Absolute Beginners you'll become familiar with the Unity editor, key concepts and functionality. You'll learn how to import, evaluate and manage resources. You'll explore C# scripting in Unity, and learn how to use the Unity API. Using the provided art assets, you will learn the fundamentals of good game design and iterative refinement as you take your game from a simple prototype to a quirky, but challenging variation of the ever-popular first-person shooter. As can be expected, there will be plenty of destruction, special effects and mayhem along the way. Unity for Absolute Beginners assumes that you have little or no experience with game development, scripting, or 3D assets, but are eager to get up-to-speed as quickly as possible while learning Unity in a fun and interactive environment. 410 0$aTechnology in action series. 606 $aComputer games?Programming 606 $aMultimedia systems  606 $aMultimedia information systems 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aMedia Design$3https://scigraph.springernature.com/ontologies/product-market-codes/I25004 606 $aMultimedia Information Systems$3https://scigraph.springernature.com/ontologies/product-market-codes/I18059 615 0$aComputer games?Programming. 615 0$aMultimedia systems . 615 0$aMultimedia information systems. 615 14$aGame Development. 615 24$aMedia Design. 615 24$aMultimedia Information Systems. 676 $a005.3 700 $aBlackman$b Sue$4aut$4http://id.loc.gov/vocabulary/relators/aut$0871664 702 $aWang$b Jenny$4aut$4http://id.loc.gov/vocabulary/relators/aut 801 0$bUMI 801 1$bUMI 906 $aBOOK 912 $a9910300473403321 996 $aUnity for Absolute Beginners$91993206 997 $aUNINA