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از ساعت 7 صبح تا 10 شب
ویرایش: Third edition.
نویسندگان: Jr. Edward D. Lavieri
سری:
ISBN (شابک) : 9781788832915, 1788832914
ناشر:
سال نشر: 2018
تعداد صفحات: 330
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 37 مگابایت
در صورت تبدیل فایل کتاب Getting started with Unity 2018 : a beginner's guide to 2D and 3D game development with Unity به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب شروع با Unity 2018: راهنمای مبتدیان برای توسعه بازی های دو بعدی و سه بعدی با Unity نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Title Page Copyright and Credits Dedication Packt Upsell Contributors Table of Contents Preface Chapter 1: Downloading and Installing Unity Game engine overview Game engines for specific game genres First-person shooters (FPS) Third-person games Other game genres Available 3D game engines CryENGINE Lumberyard Microsoft's XNA Game Studio Unreal game engine Unity – past, present, and future Version 1.0 - 2005 Version 2.0 - 2007 Version 3.0 - 2010 Version 4.0 - 2012 Version 5.0 - 2015 Version 2017 - 2017 Version 2018 – 2018 The case for Unity Unity features Editor Graphics Unity community System requirements Development system requirements Playback system requirements Downloading Unity Installing Unity Summary Chapter 2: The Unity Interface Screen real estate Menu Unity File Edit Assets GameObject Component Window Help Scene view Game view Project window Hierarchy window Inspector window Toolbar Transform tools Gizmo Toggles Cloud and Account Buttons Layers and Layouts Layouts Summary Chapter 3: Designing the Game Game concept Game idea Input controls Winning and losing Game characters Cucumber Man Cucumber Beetle Gameplay Game world layout Starting condition Point system Heads-Up Display The difficulty balance Difficulty balance questions Implementation plan Project organization Custom assets Standard assets Organization Summary Chapter 4: Creating Our Terrain Creating the terrain Working with height maps Importing the terrain Shaping the terrain Smoothing our terrain Creating our spawn points Painting the terrain Adding water Saving your work Adding vegetation Summary Chapter 5: Lights, Cameras, and Shadows Working with cameras Understanding camera projections Orientating your frustum Creating a Skybox Using multiple cameras Working with lighting Directional lighting Point lighting Spot lighting Area lighting Implementing reflection probes Understanding shadows Summary Chapter 6: Creating and Importing 3D Objects for Our Game Understanding assets and GameObjects Asset packages Understanding GameObjects Creating 3D objects in Unity Using prefabs Using additional 3D objects Using the Unity Asset Store Hands-on with the Unity Asset Store Incorporating custom assets in our game Working with imported assets Planting Cherry Trees Planting Cucumber Patches Summary Chapter 7: Implementing Our Player Character Working with Unity's standard asset package Importing the game character Configuring a player controller Fine-tuning our character Fine-tuning the motor controls Fine-tuning scale Fine-tuning the Capsule Collider Changing and refining input controls Animating our player character Reviewing the player controller script Reviewing the Animator component Previewing the animations Terraforming the terrain for our Cucumber Man Summary Chapter 8: Implementing Our Non-Player Characters Understanding the non-player characters Importing the non-player characters into our game Animating our non-player characters Incorporating the non-player characters into our game Working with the Animation Controller Terraforming the terrain for our Cucumber Beetles Designating a sandbox area Planting additional cherry trees Creating spawning sites Adding cucumber patches to our terrain Creating a cucumber patch area in the sandbox Planting cucumber patches Adding cucumbers to our terrain Scripting our non-player characters Getting organized Beetle patrol Beetle finds and eats cucumber Beetle attacks player on the ground Beetle stands to attack Summary Chapter 9: Adding a Heads-Up Display Designing our Heads-Up Display Working with a canvas Adding the canvas Adding the health bar UI components Creating the Lives Remaining UI components Adding the scoring UI components Adding the cherry UI components Adding the cucumber and Cucumber Beetle UI components Creating a mini-map Scripting for dynamic content Scripting the cucumber count Scripting the beetle count Summary Chapter 10: Scripting Our Points System Collecting cherries from trees Detecting collisions of Cucumber Man and cherry trees Simulating the collection of cherries Updating the inventory and HUD with cherry count Adding the cherry-throwing capability Creating a spot for the cherry Writing a CherryControl script Adding points based on cherry collection and combat hits Creating a points manager script Adding points for each cherry picked Adding points for hitting a beetle with a cherry Summary Chapter 11: Scripting Victory and Defeat Designing victory and defeat conditions Updating the player's health Scripting the health bar Decrementing health Implementing victory Implementing defeat Scripting defeat based on no cucumbers remaining Scripting defeat for no lives remaining Updating the HUD with lives remaining Scripting the player character's respawning Summary Chapter 12: Adding Audio and Visual Effects to Our Game Discovering Unity's audio system Unity audio basics Unity's Audio Mixer Planning our game's audio Implementing our game's audio Importing audio assets Implementing the Cucumber Beetle audio Implementing the Cucumber Man audio Introduction to Unity's lights and shadows Adding light sources Directional light Point light Spot light Area light Shadows Discovering Unity's special effects Particle System Trail Renderer Adding visual effects to our game Adding a Point light to our cherry trees Add a special effect using the Particle System Summary Chapter 13: Optimizing Our Game for Deployment Using the Profiler window Getting more out of the Profilers Optimizing scripts Optimized code example Optimizing graphics rendering Occlusion culling Lighting Mesh renderer Additional optimizations Level of detail Static colliders Creating builds Understanding the Unity build process Build settings PC, Mac, and Linux standalone iOS tvOS Android HTML 5/WebGL Facebook Xbox One PlayStation 4 and PlayStation Vita Player Settings Summary Chapter 14: Virtual Reality Welcome to virtual reality Development tools Oculus GearVR OpenVR PlayStation VR Enabling virtual reality in Unity Requisite SDKs Configuring your Unity project Recommendations from Unity technologies Starter content Oculus VR Oculus Sample Framework Oculus Stereo Shading Re-Projection Sample Oculus Integration Vive software Vive Stereo Rendering Toolkit Vive Input Utility Vive Media Decoder NVIDIA NVIDIA VRWorks NVIDIA VR Samples Unity Technologies Summary Other Books You May Enjoy Index