LEADER 05596nam 2200697 450 001 9910453613403321 005 20200520144314.0 010 $a1-84969-207-6 035 $a(CKB)2550000001172367 035 $a(EBL)1593875 035 $a(SSID)ssj0001140112 035 $a(PQKBManifestationID)11726050 035 $a(PQKBTitleCode)TC0001140112 035 $a(PQKBWorkID)11214667 035 $a(PQKB)10140210 035 $a(MiAaPQ)EBC1593875 035 $a(CaSebORM)9781849692014 035 $a(PPN)228050448 035 $a(Au-PeEL)EBL1593875 035 $a(CaPaEBR)ebr10822195 035 $a(CaONFJC)MIL553675 035 $a(OCoLC)866841693 035 $a(EXLCZ)992550000001172367 100 $a20140110d2013 uy| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aUnity Android game development by example $ebeginner's guide : learn how to create exciting games using Unity 3D for Android with the help of hands-on examples /$fThomas Finnegan 205 $a1st edition 210 1$aBirmingham :$cPackt Publishing,$d2013. 215 $a1 online resource (320 p.) 300 $a"Learn by doing : less theory, more results"--Cover. 300 $aIncludes index. 311 $a1-84969-201-7 311 $a1-306-22424-1 327 $aCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Saying Hello to Unity and Android; Understanding what makes Unity great; Understanding what makes Android great; Understanding how Unity and Android work together; Differences between Pro and Basic; License comparison overview; Setting up the development environment; Time for action - installing the JDK; Time for action - installing the Android SDK; Time for action - installing Unity 3D; Optional code editor; Connecting to a device 327 $aTime for action - simple device connectionTime for action - connecting trickier devices; Unity Remote; Building a simple application; Time for action - Hello World; Summary; Chapter 2: Looking Good - Graphical Interface; Creating a Tic-tac-toe game; Time for action - creating Tic-tac-toe; Finishing the game; Time for action - finish creating the game; GUI Skins and GUI Styles; A prettier form of Tic-tac-toe; Time for action - styling the game; Dynamic positioning; Time for action - the dynamic GUI; A better way to build to device; Time for action - build and run; Summary 327 $aChapter 3: The Backbone of Any Game - Meshes, Materials, and AnimationsSetting up; Time for action - the setup; Importing the meshes; Time for action - importing the tank; Tank import settings; Setting up the tank; Time for action - creating the tank; Time for action - keeping score; Time for action - controlling the chassis; Time for action - controlling the turret; Time for action - putting the pieces together; Creating the materials; Time for action - creating the city; Time for action - moving treads; Animations; The target's animations; Time for action - setting up target animations 327 $aState machinesTime for action - creating the target state machine; Time for action - scripting the target; Creating the prefab; Time for action - creating the target; Ray tracing to shoot; Time for action - simple shooting; Summary; Chapter 4: Setting the Stage - Camera Effects and Lighting; The camera effects; Skyboxes and distance fog; Time for action - adding a skybox and distance fog; Target indicator; Time for action - creating the pointer; Time for action - controlling the indicator; Time for action - working with a second camera; Turbo boost; Time for action - using the boost effect 327 $aLightsTime for action - adding more lights; Lightmaps; Time for action - creating a lightmap; Cookies; Time for action - applying headlights; Blob shadow; Time for action - a tank with a shadow; Summary; Chapter 5: Getting Around - Pathfinding and AI; Understanding AI and pathfinding; The NavMesh; Time for action - creating the NavMesh; The NavMeshAgent component; Time for action - creating the enemy; The chase; Time for action - the player is over here; Time for action - chasing the player; Being attacked; Time for action - getting ready to fire; Attacking the enemy 327 $aTime for action - giving it a weakness 330 $aUnity Android Game Development by Example Beginner's Guide consists of different game application examples. No prior experience with programming, Android, or Unity is required. You will learn everything from scratch and will have an organized flow of information specifically designed for complete beginners to Unity.Great for developers new to Unity, Android, or both, this book will walk you through everything you need to know about game development for the Android mobile platform. No experience with programming, Android, or Unity is required. Most of the assets used in each chapter project are 606 $aComputer games$xProgramming 606 $aVideo games$xDesign 606 $aThree-dimensional display systems 606 $aComputer adventure games 608 $aElectronic books. 615 0$aComputer games$xProgramming. 615 0$aVideo games$xDesign. 615 0$aThree-dimensional display systems. 615 0$aComputer adventure games. 700 $aFinnegan$b Thomas$0876651 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910453613403321 996 $aUnity Android game development by example$91957513 997 $aUNINA