ADVANCED UNITY GAME DEVELOPMENT : build professional games with unity, c#, and visual... studio
معرفی کتاب «ADVANCED UNITY GAME DEVELOPMENT : build professional games with unity, c#, and visual... studio» نوشتهٔ Victor G Brusca، منتشرشده توسط نشر Apress : Imprint: Apress در سال 2022. این کتاب در 374 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است. «ADVANCED UNITY GAME DEVELOPMENT : build professional games with unity, c#, and visual... studio» در دستهٔ ریاضیات قرار دارد.
Jump start your Unity game development journey with a detailed review of a complete, professionally built game using Unity, C#, and Visual Studio. Gain invaluable experience with code structure, project structure, centralization of game state data, controlled initialization of script components, AI opponents, multiple input sources, player preferences, a full HUD and menu system, music and sound effects, level/track building, and more. Author Victor Brusca walks you through the game’s code, scripts, and overall structure, all the while showing you how the code works within the Unity engine to define a complete, refined game. Starting with game specifications, the book covers base classes, basic interaction classes, advanced interaction classes, helper classes, input classes, and abstraction of raw input. Next, you'll dive into the menu system and see how a full, complete menu and HUD are coded and set up in the project through a detailed review of the code and working examples. Subsequently, you’ll gain insight on player and game state management, and the author will demystify the component-based structure of Unity games by demonstrating how to maintain order and centralization. Lastly, you will review pertinent build and project settings while learning techniques to profile and check the performance of your games, and tie it all together by building a new racetrack for the included game project. On completing this book, you’ll have gained experience through the detailed review of a hover car racing game using C#, Unity Coding, Visual Studio, Unity C# Project Management, Unity Environment, Unity Project Management and more. What You Will Learn Understand Unity project design and implementation with regard to code base and scene hierarchy/game objects Learn to implement game mechanics connected to Unity scene game objects with working demonstrations Review professional topics, such as AI opponents, data persistence, menu systems, etc., and implement in the included project Create a complete game from ground up using prefab models and the code reviewed throughout the text Who This Book Is For Readers with some coding experience, an understanding of classes in an OOP language, and solid experience using the Unity Editor. The code is reviewed and explained in detail on a class-by-class basis while also providing an overview of the overall structure of the code base, project, and scenes. Table of Contents About the Author About the Technical Reviewer Acknowledgments Chapter 1: Introduction and Getting Started Setting Up Your Environment Playing Hover Racers/Getting Ready Chapter Conclusion Chapter 2: Game Specifications Model: Car, Track, Sensor Model: Car, Boost, Jump, Bounce Modifiers Chapter Conclusion Chapter 3: Base Class Class Review Template Class Review: BaseScript Static/Constants/Read-Only Class Members: BaseScript Class Fields: BaseScript Pertinent Method Outline/Class Header: BaseScript Support Method Details: BaseScript Main Method Details: BaseScript Demonstration: BaseScript Chapter Conclusion Chapter 4: Interaction Classes Class Review: BounceScript Class Fields: BounceScript Pertinent Method Outline/Class Headers: BounceScript Support Method Details: BounceScript Main Method Details: BounceScript Demonstration: BounceScript Class Review: Road Script Class Fields: RoadScript Pertinent Method Outline/Class Headers: RoadScript Support Method Details: RoadScript Main Method Details: RoadScript Demonstration: RoadScript Class Review: WaypointCheck Class Fields: WaypointCheck Pertinent Method Outline/Class Headers: WaypointCheck Support Method Details: WaypointCheck Main Method Details: WaypointCheck Demonstration: WaypointCheck Class Review: TrackHelpScript Pertinent Method Outline/Class Headers: TrackHelpScript Support Method Details: TrackHelpScript Main Method Details: TrackHelpScript Demonstration: TrackHelpScript Chapter Conclusion Chapter 5: Advanced Interaction Classes Class Review: CollideScript Static/Constants/Read-Only Class Members: CollideScript Class Fields: CollideScript Pertinent Method Outline/Class Headers: CollideScript Support Method Details: CollideScript Main Method Details: CollideScript Demonstration: CollideScript Class Review: CarSensorScript Static/Constants/Read-Only Class Members: CarSensorScript Class Fields: CarSensorScript Pertinent Method Outline/Class Headers: CarSensorScript Support Method Details: CarSensorScript Main Method Details: CarSensorScript Demonstration: CarSensorScript Chapter Conclusion Chapter 6: Helper Classes Class Review: DestroyScript Class Review: WaterResetScript Pertinent Method Outline/Class Headers: WaterResetScript Support Method Details: WaterResetScript Main Method Details: WaterResetScript Demonstration: WaterResetScript Class Review: EngineWhineScript Static/Constants/Read-Only Class Members: EngineWhineScript Class Fields: EngineWhineScript Pertinent Method Outline/Class Headers: EngineWhineScript Main Method Details: EngineWhineScript Demonstration: EngineWhineScript Class Review: LapTime Class Review: LapTimeManager Static/Constants/Read-Only Class Members: LapTimeManager Class Fields: LapTimeManager Pertinent Method Outline/Class Headers: LapTimeManager Support Method Details: LapTimeManager Main Method Details: LapTimeManager Demonstration: LapTimeManager Class Review: PopupMsgTracker Demonstration: PopupMsgTracker Class Review: Utilities Static Class Members: Utilities Demonstration: Utilities Class Review: CameraFollowXz Static/Constants/Read-Only Class Members: CameraFollowXz Class Fields: CameraFollowXz Pertinent Method Outline/Class Headers: CameraFollowXz Main Method Details: CameraFollowXz Demonstration: CameraFollowXz Class Review: WaypointCompare Demonstration: WaypointCompare Chapter Conclusion Chapter 7: Input Classes Class Review: CharacterMotorMovement Class Review: CharacterMotorJumping Class Review: CharacterMotorSliding Class Review: CharacterMotor Class Fields: CharacterMotor Pertinent Method Outline/Class Headers: CharacterMotor Support Method Details: CharacterMotor Main Method Details: CharacterMotor Demonstration: CharacterMotor Class Review: FPSInputController Class Fields: FPSInputController Pertinent Method Outline/Class Headers: FPSInputController Main Methods Details: FPSInputController Demonstration: FPSInputController Class Review: MouseLookNew Enumerations: MouseLookNew Class Fields: MouseLookNew Pertinent Method Outline/Class Headers: MouseLookNew Main Method Details: MouseLookNew Demonstration: MouseLookNew Class Review: GameState (Touch Input Snippet Only) Chapter Conclusion Chapter 8: Menu System Classes Class Review: BasePromptScript Class Fields: BasePromptScript Pertinent Method Outline/Class Headers: BasePromptScript Support Method Details: BasePromptScript Main Method Details: BasePromptScript Demonstration: BasePromptScript Class Review: GamePauseMenu Pertinent Method Outline/Class Headers: GamePauseMenu Support Method Details: GamePauseMenu Main Method Details: GamePauseMenu Demonstration: GamePauseMenu Class Review: GameHelpMenu Class Fields: GameHelpMenu Pertinent Method Outline/Class Headers: GameHelpMenu Support Method Details: GameHelpMenu Input Handler Support Method Details: GameHelpMenu Main Method Details: GameHelpMenu Demonstration: GameHelpMenu Remaining Menu Classes Chapter Conclusion Chapter 9: Player and Game State Classes Part 1 Class Review: PlayerInfo Class Review: TrackScript Class Review: PlayerState Static/Constants/Read-Only Class Members: PlayerState Class Fields: PlayerState Pertinent Method Outline/Class Header: PlayerState Support Method Details: PlayerState Main Method Details: PlayerState Demonstration: PlayerState Chapter Conclusion Chapter 10: Player and Game State Classes Part 2 Class Review: GameState Enumerations: GameState Static/Constant/Read-Only Class Members: GameState Class Fields: GameState Pertinent Method Outline/Class Headers: GameState Support Method Details: GameState Main Method Details: GameState Demonstration: GameState Chapter Conclusion Chapter 11: Making It Professional Build Settings Generic Platform Settings PC, Mac, and Linux Desktop Settings Universal Windows Platform (UWP) Settings iOS Settings Android Settings WebGL Settings Input Mapping UI/Menu System Data Persistence Memory Management Sounds and Music Static Objects Tags and Layers AI Opponents Cameras Project Performance Chapter Conclusion Chapter 12: Adding a New Racetrack Track Environment and Cleanup Script Hover Racers and the GameState Object Track and Waypoint Objects Jumps, Boosts, Menu Screens, and More Chapter Conclusion Chapter 13: Conclusion Accomplishments Acknowledgments Where You Go from Here Saying Goodbye Index Jump start your Unity game development journey with a detailed review of a complete, professionally built game using Unity, C#, and Visual Studio. Gain invaluable experience with code structure, project structure, centralization of game state data, controlled initialization of script components, AI opponents, multiple input sources, player preferences, a full HUD and menu system, music and sound effects, level/track building, and more. Author Victor Brusca walks you through the game's code, scripts, and overall structure, all the while showing you how the code works within the Unity engine to define a complete, refined game. Starting with game specifications, the book covers base classes, basic interaction classes, advanced interaction classes, helper classes, input classes, and abstraction of raw input. Next, you'll dive into the menu system and see how a full, complete menu and HUD are coded and set up in the project through a detailed review of the code and working examples. Subsequently, you'll gain insight on player and game state management, and the author will demystify the component-based structure of Unity games by demonstrating how to maintain order and centralization. Lastly, you will review pertinent build and project settings while learning techniques to profile and check the performance of your games, and tie it all together by building a new racetrack for the included game project. On completing this book, you'll have gained experience through the detailed review of a hover car racing game using C#, Unity Coding, Visual Studio, Unity C# Project Management, Unity Environment, Unity Project Management and more. You will: Understand Unity project design and implementation with regard to code base and scene hierarchy/game objects Learn to implement game mechanics connected to Unity scene game objects with working demonstrations Review professional topics, such as AI opponents, data persistence, menu systems, et cetera, and implement in the included project Create a complete game from ground up using prefab models and the code reviewed throughout the text
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