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Getting Started with Unity 2018

Getting Started with Unity 2018

By : Dr. Edward Lavieri Jr.
2.7 (7)
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Getting Started with Unity 2018

Getting Started with Unity 2018

2.7 (7)
By: Dr. Edward Lavieri Jr.

Overview of this book

The Unity game engine has revolutionized the gaming industry with its complete set of intuitive tools and rapid workflows, which can be used to create interactive 3D content. With Unity, you can scaffold your way from the basics and make make stunning interactive games. This book will guide you through the entire process of creating a 3D game, from downloading the Unity game engine to publishing your game. It not only gives you a strong foundation, but puts you on the path to game development. Beginning with an overview of the Unity engine and its interface, you will walk through the process of creating a game environment and learn how to use built-in assets, as well as assets created with third-party 3D modeling tools such as Blender. Moving on, you will create custom scripts to control non-player character behaviors and gameplay. You will master exciting concepts such as Heads-Up-Displays, mini-maps, game navigation, sound effects, and lighting effects. Next, you’ll learn how to create your first VR experience, right from setting up the project to image effects. You'll be familiarized with all the tools that Unity has to offer to create your own immersive VR experiences. Each section is a stepping stone toward the completion of the final game. By the end of the book, you'll have learned advanced topics such as cross-platform considerations which enable your games to run on multiple platforms.
Table of Contents (16 chapters)
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Creating Our Terrain

In the last chapter, we designed our game so that we have a plan for our development efforts. We designed all the game's functionality, how to use the player character, what role the non-player character will have, what assets we will use, and what animations we will use in the game. We also mocked-up the main game screen as well as our heads-up display. In addition to this, we made key decisions on our game's difficulty balance. With the design work complete, we are ready to start creating our game. 

In this chapter, we will create our game's terrain and perform several actions to customize the terrain based on our design mock-up in Chapter 3, Designing the Game. We will use shaping tools and add water and vegetation features to complete our game environment.

Specifically, we will cover the following topics in this chapter:

  • Creating the...

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