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دانلود کتاب Getting started with Unity 2018 : a beginner's guide to 2D and 3D game development with Unity

دانلود کتاب شروع با Unity 2018: راهنمای مبتدیان برای توسعه بازی های دو بعدی و سه بعدی با Unity

Getting started with Unity 2018 : a beginner's guide to 2D and 3D game development with Unity

مشخصات کتاب

Getting started with Unity 2018 : a beginner's guide to 2D and 3D game development with Unity

ویرایش: Third edition. 
نویسندگان:   
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 

قیمت کتاب (تومان) : 46,000



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فهرست مطالب

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




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