Unity Cookbook: Core Recipes for Game Developers
معرفی کتاب «Unity Cookbook: Core Recipes for Game Developers» نوشتهٔ Lucas Rijneveld و Christopher Coutinho، منتشرشده توسط نشر Apress در سال 2024. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
Master the intricacies of Unity’s character controllers with a deep dive into Unity's Starter Assets. This book is an essential resource for game developers looking to elevate their skills in Unity game development, offering detailed insights and practical examples to help you create complete, sophisticated, high-performance systems. Part of the Apress cookbook series, the recipes in this book provide a comprehensive guide to creating dynamic and immersive character interactions, equipping developers with the skills necessary to build responsive character controllers for both first-person and third-person perspectives. By leveraging pre-configured assets, developers can streamline the creation process, ensuring optimized performance and enhanced player experiences. Explore Unity's New Input System, a revolutionary framework designed to enhance control and flexibility in game development. Delve into the art of architecting enemy AI using Finite State Machines (FSMs) to create intelligent and responsive behaviors. Build a sophisticated melee combat system inspired by top-tier action games. Unlock the potential of advanced player movement with a focus on parkour mechanics. Implement a robust shooter weapon system that enhances gameplay through strategic weapon interactions. Optimize game performance through efficient object pooling techniques. What You Will Learn Implement re-bindable controls and create sophisticated input schemes that elevate gameplay interactions. Set up navigation and pathfinding, creating AI that can dynamically navigate, pursue, and interact with players. Craft a melee combat system that offers a dynamic and engaging player experience Create fluid and responsive parkour mechanics that enhance the realism and excitement of your game. Build a comprehensive shooter weapon system Develop object pooling systems that enhance performance and resource management, ensuring a seamless and immersive gaming experience. Who This Book Is For Game developers with a foundational understanding of game development concepts, the Unity 3D engine, and C# programming. Ideal readers should have a basic grasp of Unity's interface and primary functionalities to fully benefit from the content. Table of Contents About the Author About the Technical Reviewer Acknowledgments Prologue Chapter 1: Unity’s Character Controllers Recipe 1-1: Importing Character Controllers Problem Solution How It Works Recipe 1-2: Render Pipeline Converter Problem Solution How It Works Recipe 1-3: First-Person Character Controller Problem Solution How It Works Recipe 1-4: Implementing Dynamic Object Interaction Problem Solution How It Works Recipe 1-5: Implement Mobile Touch Controls Problem Solution How It Works Recipe 1-6: Third-Person Character Controller Problem Solution How It Works Recipe 1-7: Integrating Gamepad Support Problem Solution How It Works Recipe 1-8: Customizing the Character Model Problem Solution How It Works Summary Chapter 2: Unity’s New Input System Recipe 2-1: Harnessing Unity’s New Input System for Enhanced Control Flexibility Problem Solution How It Works Input Action Asset Action Maps Actions Bindings Control Schemes Adding a New Control Scheme Handling Input in Scripts Character Controller Scripts Grounded Check Camera Rotation Move Method Jump and Gravity Clamp Angle OnDrawGizmosSelected Recipe 2-2: Implementing a Player Attack Action Problem Solution How It Works Expanding Player Attack with Animation Recipe 2-3: Player Input Component Behaviors Problem Solution How It Works Send Messages Broadcast Messages Invoke Unity Events Invoke C Sharp Events Recipe 2-4: Input Handling – Hybrid Approach Problem Solution How It Works Recipe 2-5: Implementing UI Controls Problem Solution How It Works Setup a Canvas with Two Buttons UI Event System Consolidate Action Maps Scripting the ToggleUI Action Recipe 2-6: Implementing Rebindable Controls Problem Solution How It Works Recipe 2-7: Persisting Rebound Controls Problem Solution How It Works Recipe 2-8: Dynamic Icons for Gamepad Actions Problem Solution How It Works Summary Chapter 3: Architecting Enemy AI with Finite State Machines Recipe 3-1: Setting Up a NavMesh Problem Solution How It Works Recipe 3-2: Setting Up a NavMesh Agent Problem Solution How It Works Recipe 3-3: Managing NPC Behavior and Weapon Arsenal Problem Solution How It Works Recipe 3-4: Integrating the Actions Class with the SniperRifleController Animator Problem Solution How It Works Recipe 3-5: Configuring NPC Health Management Problem Solution How It Works Recipe 3-6: Coding the NPC State Machine Problem Solution How It Works Recipe 3-7: Implementing Enemy AI Idle State Problem Solution How It Works Recipe 3-8: Implementing Enemy AI Patrol State Problem Solution How It Works Recipe 3-9: Implementing Enemy AI Wander State Problem Solution How It Works Recipe 3-10: Implementing Enemy AI Chase State Problem Solution How It Works Recipe 3-11: Implementing Enemy AI Attack State Problem Solution How It Works Recipe 3-12: Implementing Enemy AI Hit State Problem Solution How It Works Recipe 3-13: Implementing Enemy AI Cover State Problem Solution How It Works Recipe 3-14: Implementing Enemy AI Death State Problem Solution How It Works Summary Chapter 4: Architecting Melee Combat: Building the Core Framework Recipe 4-1: Exploring the Warrior Game Object Problem Solution How It Works Recipe 4-2: Implementing the NPC Manager Problem Solution How It Works Recipe 4-3: Implementing the Warrior State Machine Problem Solution How It Works Recipe 4-4: Implementing the Chase State Problem Solution How It Works Recipe 4-5: Implementing the Circling State Problem Solution How It Works Recipe 4-6: Implementing the Attack State Problem Solution How It Works Recipe 4-7: Implementing the Retreat State Problem Solution How It Works Recipe 4-8: Implementing the Warrior Animation Events Class Problem Solution How It Works Recipe 4-9: Implementing the Melee Weapon Damage Behavior Problem Solution How It Works Recipe 4-10: Implementing the Health Script Problem Solution How It Works Recipe 4-11: Implementing the Hit State Problem Solution How It Works Recipe 4-12: Implementing the Wander State Problem Solution How It Works Recipe 4-13: Implementing the Cover State Problem Solution How It Works Recipe 4-14: Implementing the Death State Problem Solution How It Works Summary Chapter 5: Architecting Player Parkour Movement Recipe 5-1: Exploring the Parkour Environment and Player Armature Game Object Problem Solution How It Works Recipe 5-2: Implementing the Obstacle Sensor Problem Solution How It Works Recipe 5-3: Implementing the ParkourManager Problem Solution How It Works Recipe 5-4: Implementing Scriptable Objects for Parkour Actions Problem Solution How It Works Recipe 5-5: Implementing a Vaulting Parkour Action Problem Solution How It Works Summary Chapter 6: Implementing Shooter Weapon Mechanics Recipe 6-1: Exploring the Player Weapon Setup Problem Solution How It Works Recipe 6-2: The Weapon Component Problem Solution How It Works Recipe 6-3: The Weapon Audio Component Problem Solution How It Works Recipe 6-4: The Weapon Raycast Component Problem Solution How It Works Recipe 6-5: The Weapon Casing Component Problem Solution How It Works Recipe 6-6: The Weapon Magazine Component Problem Solution How It Works Summary Chapter 7: Implementing Efficient Object Pooling The Performance Impact of Object Creation and Destruction Common Applications in Game Development Recipe 7-1: Implementing Object Pooling for Enhanced Performance Problem Solution How It Works Key Components of an Object Pool Unity’s ObjectPool Class Key Features and API Methods Setting Up Your First Object Pool Recipe 7-2: Implementing a Centralized Object Pooler Problem Solution How It Works Using the CentralizedObjectPooler Summary
دانلود کتاب Unity Cookbook: Core Recipes for Game Developers