LEADER 09882nam 2200529 450 001 9910799495803321 005 20240119114103.0 010 $a1-4842-9720-2 035 $a(MiAaPQ)EBC31051182 035 $a(Au-PeEL)EBL31051182 035 $a(OCoLC)1416369487 035 $a(OCoLC-P)1416369487 035 $a(CaSebORM)9781484297209 035 $a(EXLCZ)9929510369000041 100 $a20240119d2024 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGame Programming with Unity and C# $eA Complete Beginner's Guide /$fCasey Hardman 205 $aSecond edition. 210 1$aNew York, NY :$cApress Media LLC,$d[2024] 210 4$d©2024 215 $a1 online resource (428 pages) 300 $aIncludes index. 311 08$aPrint version: Hardman, Casey Game Programming with Unity and C# Berkeley, CA : Apress L. P.,c2024 9781484297193 327 $aIntro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Introduction -- Part I: Unity Fundamentals -- Chapter 1: Installation and Setup -- Unity Hub -- Installing Our Code Editor -- Installing Unity -- Creating a Project -- Summary -- Chapter 2: Unity Basics -- Windows -- Project Window -- Scene Window -- Hierarchy Window -- Inspector Window -- Components -- Adding GameObjects -- Summary -- Chapter 3: Manipulating the Scene -- Transform Tools -- Positions and Axes -- Making a Floor -- Scale and Unit Measurements -- Summary -- Chapter 4: Parents and Their Children -- Child GameObjects -- World vs. Local Coordinates -- A Simple Building -- Pivot Points -- Summary -- Chapter 5: Prefabs -- Making and Placing Prefabs -- Editing Prefabs -- Overriding Values -- Nested Prefabs -- Prefab Variants -- Summary -- Part II: Programming Fundamentals -- Chapter 6: Programming Primer -- Programming Languages and Syntax -- What Code Does -- Strong vs. Weak Typing -- File-Type Extensions -- Scripts -- Summary -- Chapter 7: Code Blocks and Methods -- Statements and Semicolons -- Code Blocks -- Comments -- Methods -- Calling Methods -- Basic Data Types -- Returning Values with Methods -- Declaring Methods -- Operators -- Summary -- Chapter 8: Conditions -- The "if" Block -- Overloads -- Enums -- The "else" Block -- The "else if" Block -- Operators for Conditions -- Equality Operators -- Greater Than and Less Than -- Or -- And -- Summary -- Chapter 9: Working with Objects -- Classes -- Variables -- Accessing Class Members -- Instance Methods -- Declaring Constructors -- Using the Constructor -- Static Members -- Summary -- Chapter 10: Working with Scripts -- Usings and Namespaces -- Script Class -- Rotating a Transform -- Frames and Seconds -- Attributes -- Summary -- Chapter 11: Inheritance -- Inheritance in Action: RPG Items. 327 $aDeclaring Our Classes -- Constructor Chaining -- Subtypes and Casting -- Type Checking -- Virtual Methods -- Number Value Types -- Summary -- Chapter 12: Debugging -- Setting Up the Debugger -- Breakpoints -- Using Unity's Documentation -- Summary -- Part III: Obstacle Course -- Chapter 13: Obstacle Course Design and Outline -- Gameplay Overview -- Technical Overview -- Player Controls -- Death and Respawn -- Levels -- Level Selection -- Obstacles -- Project Setup -- Summary -- Chapter 14: Player Movement -- Player Setup -- Materials and Colors -- Applying Materials -- Declaring Our Variables -- Properties -- Tracking the Velocity -- Applying the Movement -- Summary -- Chapter 15: Death and Respawning -- Enabling and Disabling -- Death Method -- Respawn Method -- Summary -- Chapter 16: Basic Hazards -- Collision Detection -- Hazard Script -- Projectile Script -- Shooting Script -- Summary -- Chapter 17: Walls and Goals -- Walls -- Goals -- Build Settings for Scenes -- Summary -- Chapter 18: Patrolling Hazards -- Resembling a Patrol Point -- Arrays -- Setting Up Patrol Points -- Detecting Patrol Points -- The "for" Loop -- Sorting Patrol Points -- Moving the Patroller -- Summary -- Chapter 19: Wandering Hazards -- Wander Regions -- Wanderer Setup -- Wanderer Script -- Handling the State -- Reacting to the State -- Summary -- Chapter 20: Dashing -- Dashing Variables -- Dashing Method -- Final Touches -- Summary -- Chapter 21: Designing Levels -- Mixing Components -- Four-Way Shooters -- Spinning Blades -- Blade Carousels -- Prefabs and Variants -- Making Levels -- Adding Walls -- Level View Camera -- Summary -- Chapter 22: Menus and UI -- UI Solutions -- Immediate Mode GUI (IMGUI) -- Unity UI (uGUI) -- UI Toolkit -- Scene Flow -- Level Selection Script -- Summary -- Chapter 23: In-Game Pause Menu -- Freezing Time -- Summary -- Chapter 24: Spike Traps. 327 $aDesigning the Trap -- Raising and Lowering -- Writing the Script -- Adding Collisions -- Summary -- Chapter 25: Obstacle Course Conclusion -- Building the Project -- Player Settings -- Recap -- Additional Features -- Summary -- Part IV: Tower Defense -- Chapter 26: Tower Defense Design and Outline -- Gameplay Overview -- Technical Overview -- Project Setup -- Summary -- Chapter 27: Camera Movement -- Setting Up -- Arrow Key Movement -- Applying Movement -- Mouse Dragging -- Zooming -- Summary -- Chapter 28: Enemies and Projectiles -- Layers and Physics -- Basic Enemies -- Projectiles -- Summary -- Chapter 29: Towers and Targeting -- Targeters -- Tower Inheritance -- Tower -- TargetingTower -- FiringTower -- Upper Classes -- Arrow Towers -- Summary -- Chapter 30: Build Mode UI -- UI Basics -- The RectTransform -- Building Our UI -- Summary -- Chapter 31: Building and Selling -- Events -- Setting Up -- Build Mode Logic -- The Dictionary -- OnClick Event Methods -- Summary -- Chapter 32: Play Mode Logic -- Spawn and Leak Points -- Locking the Play Button -- Pathfinding Setup -- Finding a Path -- Summary -- Chapter 33: Enemy Logic -- Play Mode Setup -- Spawning Enemies -- Enemy Movement -- Summary -- Chapter 34: More Tower Types -- Arcing Projectiles -- Cannon Tower -- Hot Plates -- Barricades -- Summary -- Chapter 35: Tower Defense Conclusion -- Inheritance -- UI -- Raycasting -- Pathfinding -- Additional Features -- Health Bars -- Types for Armor and Damage -- More Complex Pathing -- Range Indicators -- Upgrading Towers -- Summary -- Part V: Physics Playground -- Chapter 36: Physics Playground Design and Outline -- Feature Outline -- Camera -- Player Movement -- Pushing and Pulling -- Moving Platforms -- Joints and Swings -- Force Fields and Jump Pads -- Project Setup -- Summary -- Chapter 37: Mouse-Aimed Camera -- Player Setup -- How It Works. 327 $aScript Setup -- Hotkeys -- Mouse Input -- First-Person Mode -- Third-Person Mode -- Testing -- Summary -- Chapter 38: Advanced 3D Movement -- How It Works -- Player Script -- Movement Velocity -- Applying Movement -- Losing Velocity -- Gravity and Jumping -- Summary -- Chapter 39: Wall Jumping -- Variables -- Detecting Walls -- Performing the Jump -- Summary -- Chapter 40: Pulling and Pushing -- Script Setup -- FixedUpdate -- Target Detection -- Pulling and Pushing -- Cursor Drawing -- Summary -- Chapter 41: Moving Platforms -- Platform Movement -- Platform Detection -- Summary -- Chapter 42: Joints and Swings -- Swing Setup -- Connecting the Joints -- Summary -- Chapter 43: Force Fields and Jump Pads -- Script Setup -- Force Field Setup -- Adding Velocity to the Player -- Applying Forces -- Summary -- Chapter 44: Conclusion -- Physics Playground Recap -- Further Learning for Unity -- The Asset Store -- Coroutines -- Script Execution Order -- Further Learning for C# -- Delegates -- Documentation Comments -- Exceptions -- Advanced C# -- Operator Overloading -- Conversions -- Generic Types -- Structs -- Summary -- Index. 330 $aLearn the essentials of the Unity game engine, the C# programming language, and the art of object-oriented programming. This book is aimed at beginners with no knowledge or experience in game development or programming. Packed with examples, this Second Edition is up-to-date with the latest Unity standards and features as of 2023, and includes many adjustments to improve your experience. Starting with an introduction to Unity, you will learn the essentials of the engine: navigating the various windows, managing the objects that make up your game, and understanding the concepts that are fundamental to the engine. After that, you will gain a solid foundation in the concepts of object-oriented programming and the syntax of the C# language. Then the fun really begins, as you get hands-on experience building three playable example projects that drill you on the concepts you?ve learned until they stick. Guided at each step by author Casey Hardman, you will outline and implement bare-bones, simple games designed to exercise your development skills: a top-down obstacle course, a tower defense game, and a 3D playground that demonstrates Unity's physics features. As you progress through the book, you'll put to use more and more of the features of C# and Unity, adding tools to your belt and strengthening you as a game developer. By the time you?ve completed the book, you will be empowered to strike out on your own and build the game mechanics of your choice. 606 $aVideo games$xProgramming 606 $aC# (Computer program language) 606 $aThree-dimensional display systems 615 0$aVideo games$xProgramming. 615 0$aC# (Computer program language) 615 0$aThree-dimensional display systems. 676 $a794.8/1526 700 $aHardman$b Casey$0968587 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910799495803321 996 $aGame Programming with Unity and C$92200058 997 $aUNINA