
- 568 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Mastering Unity 2017 Game Development with C# - Second Edition
About this book
Master realistic animations and graphics, particle systems, game AI and physics, sprites and VR development with Unity 2017About This Book⢠Create professional grade games with realistic animation and graphics, particle systems and game physics with Unity 2017⢠Unleash the power of C# scripting to create intelligent game AI and professional grade game workflows.⢠Create immersive VR games using the latest Unity 2017 VR SDK. Who This Book Is ForIf you are a Unity developer who now wants to develop and deploy interesting games by leveraging the new features of Unity 2017, then this is the book for you. Basic knowledge of C# programming is assumed.What You Will Learn⢠Explore hands-on tasks and real-world scenarios to make a Unity horror adventure game⢠Create enemy characters that act intelligently and make reasoned decisions⢠Use data files to save and restore game data in a way that is platform-agnostic⢠Get started with VR development⢠Use navigation meshes, occlusion culling, and Profiler tools⢠Work confidently with GameObjects, rotations, and transformations⢠Understand specific gameplay features such as AI enemies, inventory systems, and level designIn DetailDo you want to make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay.This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we'll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; how to work with version control; and more.By the end of this book, you'll have developed sufficient competency in Unity development to produce fun games with confidence.Style and approachThis book takes an easy-to-follow, step-by-step tutorial approach. You will create an advanced level Unity game with an emphasis on leveraging advanced Unity 2017 features while developing the game in its entirety.
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Level Design and Structure

- The objective for the player is to traverse a maze-like network of dark, industrial corridors to reach an end point. On reaching the end point, the next level is accessed; except, of course, for the final level in which the game is completed.
- The player provides input only through keystrokes on the keyboard, typing in letters that match whatever word appears above the closest attacking zombie. When the entered combination matches the word exactly and in full, the zombie is killed. Otherwise, zombies continue attacking until the player is killed.
- The player does not freely control their movement through the level, as with regular first-person controls (W A S D). Instead, the player experiences a prescripted and prepathed camera that only moves forward, to the next stopping point, when all attacking zombies are dispatched. This matches the camera and gameplay style of House of the Dead, The Typing of the Dead, Lethal Enforcers, and others.
- The level is made from modular environment pieces, allowing many possible combinations and layouts. It should be dark, eerie, and tense.
- Most objects in the scene (such as walls, floors, and props) will be non-movable. The only movable elements are the player, enemies, and a selection of special effects, such as particle systems and image effects.
Setting the scene with a skybox

Some may question whether prefixes are needed if folders are used. After all, can't you just name your materials anything you wanted, and simply group them together in the same folder, as opposed to using prefixes? In short, use folders to organize and group textures, but name...
Table of contents
- Title Page
- Copyright
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Customer Feedback
- Preface
- Preparation and Asset Configuring
- Level Design and Structure
- Player Controls - Movement
- Player Controls - Typing and Health
- Enemies and Artificial Intelligence
- Project Management and Version Control
- Persistent Data - Load and Save Game States
- Performance, Optimization, Mobiles, and More
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