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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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Using multiple cameras


Our Unity games must have a least one camera, but we are not limited to using just one. As you will see in Chapter 7, Implementing Our Player Character, we will attach our main camera, or primary camera, to our player character. It will be as if the camera is following the character around the game environment. This will become the eyes of our character. We will play the game through our character's view.

A common use of a second camera is to create a mini-map that can be seen in a small window on top of the game display. These mini-maps can be made to toggle on and off or be permanent/fixed display components. Implementations might consist of a fog-of-war display, a radar showing enemies, or a global top-down view of the map for orientation purposes. You are only limited by your imagination. In Chapter 9, Adding a Heads-Up Display, we will create a mini-map as a radar showing where beetles are in relation to the Cucumber Man's current position. 

Another use of multiple...

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