Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Mastering Unity 2017 Game Development with C#
  • Table Of Contents Toc
  • Feedback & Rating feedback
Mastering Unity 2017 Game Development with C#

Mastering Unity 2017 Game Development with C#

By : Alan Thorn
2.5 (2)
close
close
Mastering Unity 2017 Game Development with C#

Mastering Unity 2017 Game Development with C#

2.5 (2)
By: Alan Thorn

Overview of this book

Do 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.
Table of Contents (9 chapters)
close
close

Summary

This chapter considered many instrumental concepts to establish a solid groundwork for the Dead Keys project. On reaching this point, you now have a Unity project with most assets imported, ready to begin your development work. This will happen in the next chapter. The foundation so far includes imported environment modules, zombie meshes, textures, audio files, and more. In importing these assets, we considered many issues, such as optimal asset construction, import guidelines, and how to solve both common and less obvious problems that sometimes occur along the way. The fully prepared and configured project, ready to begin, can be found in this book's companion files, in the Chapter02/Start folder. This saves you from having to import all assets manually. In the next chapter, we'll focus in-depth on level design and construction techniques, from skyboxes and lighting to emotion, mood, and atmosphere.

Create a Note

Modal Close icon
You need to login to use this feature.
notes
bookmark search playlist font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Delete Note

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Edit Note

Modal Close icon
Write a note (max 255 characters)
Cancel
Update Note

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY