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Unity 3.x游戏开发实例/游戏设计与开发技术丛书

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实用的Unity3.x游戏开发入门指南
你将学会:
◇开发并定制4个有趣的游戏项目。
◇使用Unity的内置系统,在游戏对象中添加动作、重力、碰撞和动画。
◇创建粒子系统,如破碎的玻璃、火花和爆炸。
◇使用多个摄像头创建静态和动态背景。
◇探讨游戏主题和机制之间的差别,以便从游戏中赚到更多钱。
Content Description

Unity是一款商业化的专业游戏引擎,可以帮助用户创建诸如3D视频效果、建筑可视化、实时3D动画等内容。Unity可以用来制作在iPhone、iPod、iPad、Android等多种平台上运行的游戏。很多商业游戏采用Unity 3D引擎进行开发。
《Unity 3.x游戏开发实例/游戏设计与开发技术丛书》是通过典型开发实例来介绍Unity游戏开发的初学者指南。全书共12章,分别介绍了Unity基础知识和安装、游戏机制和主题、Unity物理引擎、脚本编程、Unity GUI系统、游戏倒计时、3D建模和材质制作、粒子系统、音效、动画系统等核心话题。这些都是通过贯穿全书的4款游戏的制作来介绍和讲解的。
《Unity 3.x游戏开发实例/游戏设计与开发技术丛书》适合游戏开发初学者、对Unity感兴趣的读者,以及专职游戏设计和开发人员阅读学习。阅读完《Unity 3.x游戏开发实例》,读者将具备使用Unity进行游戏开发的实用技能。
Catalogue

第1章这是一个神奇的工具
1.1Unity 3D简介
1.2风靡全球的Unity
1.3基于浏览器的3D?欢迎来到未来
1.4实践时刻--安装Unity网络播放器
1.5欢迎来到Unity 3D
1.5.1可以用Unity制作什么呢
1.5.2完全搞定
1.5.3我们应该尝试制作《FusionFall》吗
1.5.4另一种选择
1.5.5我选择Wooglie
1.6先走后跑(或双脚跳)
1.7永远没有"终点"
1.8停一下!工具时间
1.9技术的神奇之处
1.10Scene窗口
1.10.1Game窗口
1.10.2Hierarchy面板
1.11别停下来--享受一下
1.12小结

第2章让我们从天空开始
2.1灵感
2.23D诱惑
2.3功能VS内容
2.4没有任何功能的游戏
2.5机制VS 主题
2.6被困在自己的主题中
2.7非凡的趣味性
2.8百分之一的灵感
2.9《太空采矿机》
2.10注意
2.11《Artillery Live!》
2.12《Pong》
2.13适合上千款游戏的机制
2.14玩具还是故事
2.15重新定义天空
2.16小结

第3章游戏#1:《Ticker Taker》
3.1构建新Unity项目
3.2'Tis volley
3.3让美梦成真
3.4一种古老的方法
3.5颠球游戏的多方面
3.6制作球和击球手
3.7实践时刻--制作一个球
3.8重命名球
3.9实践时刻--为球重命名
3.10原点介绍
3.11实践时刻--将球移到空中
3.12实践时刻--将球缩小
3.13实践时刻--保存场景
3.14实践时刻--添加球拍
3.14.1网格
3.14.2多边形是否会破坏游戏性能
3.15让自己处于黑暗中
3.16实践时刻--添加光源
3.17实践时刻--移动并旋转光源
3.18你是杰出人物吗
3.18.1谁把灯关了
3.18.2黑暗统治
3.19实践时刻--相机工坊
3.20实践时刻--测试游戏
3.21让游戏对象动起来
3.22实践时刻--在游戏中添加动作
3.23了解这种情况的严重性
3.24让球多次反弹
3.25实践时刻--让球弹起来
3.26小结

第4章代码
4.1什么是代码
4.2实践时刻--编写自己的第一个Unity脚本
4.3大胆一试
4.4将脚本和游戏对象绑定
4.5我完全不懂
4.6你再也不会挨饿了
4.7好代码需要遵循的规则
4.8代码的检查
4.9实践时刻--查找网格渲染器组件
4.10实践时刻--让球重新出现
4.11再次重申
4.12实践时刻--Unity脚本参考之旅
4.13Renderer类
4.14"哼"的同义词是什么
4.15这是很有意思的
4.16实践时刻--将脚本解绑
4.17取消,但不要忘记
4.18为什么要用代码
4.19用代码控制游戏对象
4.20实践时刻--创建新mousefollow脚本
4.21好主意
4.22用代码制作动画效果
4.23实践时刻--为球拍制作动画
4.24选择一个单词--(几乎可以是)任何词
4.25屏幕坐标VS全局坐标
4.26移动球拍
4.27最差的游戏
4.28了解矩阵
4.29实践时刻--听球拍的
4.30一点点数学知识
4.31数字的追踪
4.32修改这些数字
4.33实践时刻--记录新数字
4.34付诸行动
4.35使用变量存储重复值
4.36实践时刻--声明存储屏幕中心的变量
4.37使用3D屏幕的所有D
4.38实践时刻--追踪鼠标的Y位置
4.39无聊的颠球游戏
4.40再次挑战自我
4.41实践时刻--再次访问Unity语言参考
4.42我们的工作到此为止
4.43实践时刻--将示例代码添加到脚本中
4.44最后的调整
4.45合理的分析
4.46得到target
4.47继续努力吧

第5章游戏#2:《机械修复手》
5.1可以完全翻转
5.2新建项目
5.3创建场景
5.4实践时刻--创建两个场景
5.5没有正确的答案
5.6实践时刻--准备GUI
5.7跟着你自己的节奏
5.8实践时刻--创建并连接自定义GUI外观
5.9实践时刻--创建UI按钮控件
5.10是否想要自定义字体
5.11覆盖素材
5.12实践时刻--禁止mip贴图
5.13位于最突出的位置
5.14实践时刻--将按钮居中
5.15进入game场景
5.26实践时刻--将这两个场景添加到构建列表中
5.17为机器人提供舞台
5.18实践时刻--准备game场景
5.19游戏创意
5.20创建类
5.21实践时刻--要素的存储
5.22开始吧
5.23使代码可循环
5.24循环的分解
5.25嵌套是最好的
5.26眼见为实
5.27实践时刻--创建存储网格的区域
5.28创建网格
5.29我们已经学习了很多知识

第6章游戏#2:《机械修复手》第2部分
6.1从头开始制作游戏
6.2找到中心点
6.3实践时刻--将游戏网格垂直居中
6.4实践时刻--将游戏网格水平居中
6.5深入问题本质
6.6实践时刻--准备创建卡片组
6.7实践时刻--创建卡片组
6.8实践时刻--修改img参数
6.9"this"到底是什么呢
6.10随机占据绝对优势
6.11划去第二项
6.12是时候完全翻转了
6.13实践时刻--将卡片做成双面的
6.14实践时刻--创建卡片翻转函数
6.15实践时刻--创建卡片翻转函数
6.16吃南瓜的人
6.17再去掉一项吧
6.18游戏和配对
6.19实践时刻--为卡片提供ID值
6.20实践时刻--比较ID值
6.21迎接最后的挑战
6.22实践时刻--检查是否胜利
6.23放马过来吧

第7章不是时钟拦截器
7.1施加压力
7.2实践时刻--准备clockScript脚本
7.3实践时刻--准备倒计时文本
7.4实践时刻--修改倒计时文本的颜色
7.5实践时刻--创建字体纹理和材质
7.6实践时刻--小小的字体有什么用呢
7.7实践时刻--准备倒计时代码
7.8实践时刻--创建倒计时逻辑
7.9实践时刻--在屏幕中显示时间
7.10将它图形化
7.11实践时刻--获取图形倒计时的图形
7.12实践时刻--显示GUI的功能
7.13神奇的缩减倒计时
7.14拿起叉子--饼来了
7.15他们如何制作这种倒计时呢
7.16实践时刻--拼凑纹理
7.17实践时刻--编写饼图脚本
7.18实践时刻--开始操作饼图倒计时
7.19实践时刻--定位并缩小倒计时
7.20未完成的工作

第8章《Ticker Taker》
8.1欢迎来到Snoozeville
8.2实践时刻--研究模型
8.3实践时刻--准备行动
8.4实践时刻--修改FBX导入缩放设置
8.5实践时刻--让网格碰撞器凸起
8.6实践时刻--让手和托盘随鼠标移动
8.7实践时刻--添加heart游戏对象
8.8实践时刻--删除球和球拍
8.9实践时刻--提供材质
8.10让游戏在三维空间中显示
8.11实践时刻--创建几堵墙
8.12实践时刻--创建一个字体纹理
8.13实践时刻--创建HeartBounce脚本
8.14实践时刻--给托盘设置标记
8.15实践时刻--调整反弹
8.16实践时刻--记录反弹
8.17实践时刻--添加失败条件
8.18实践时刻--添加Play Again按钮

第9章游戏#3:《The Break-Up》
9.1实践时刻--炸弹来了
9.2实践时刻--设置粒子的参数
9.3实践时刻--创建Spark材质
9.4实践时刻--创建预制
9.5实践时刻--灯光、摄像头、公寓
9.6实践时刻--添加角色
9.7实践时刻--注册动画
9.8实践时刻--为角色添加脚本
9.9实践时刻--打开分离舱门,哈尔
9.10实践时刻--允许角色碰撞
9.11实践时刻--重新设置Character预制
9.12实践时刻--现代启示录吗
9.13实践时刻--让炸弹爆炸
9.14实践时刻--碰撞点
9.15实践时刻--将爆炸与炸弹连接起来
9.16小结

第10章游戏#3:《The Break-Up》第2部分
10.1实践时刻--收集玻璃
10.2实践时刻--创建一个粒子系统
10.3实践时刻--让它更锋利
10.4实践时刻--控制爆炸
10.5实践时刻--使用同一个脚本
10.6不同的速度
10.7极速是不可能实现的--让炸弹下落的速度更快
10.8实践时刻--标记对象
10.9实践时间--编写碰撞检测代码
10.10实践时间--动画中断
10.11实践时刻--添加面部爆炸
10.12实践时刻--创建声音
10.13实践时刻--在FallingObjectScript中添加声音
10.14catch
10.15实践时刻--把音效混合起来
10.16小结

第11章游戏#4:《Shoot the Moon》
11.1实践时刻--复制游戏项目
11.2实践时刻--创建游戏的背景空间
11.3实践时刻--创建heroShip
11.4实践时刻--这是一个碰撞
11.5实践时刻--引入敌方飞船
11.6实践时刻--干一些杂活
11.7实践时刻--修改物体的降落
11.8实践时刻--修改HeroShip脚本
11.9实践时刻--删除重复的重定位代码
11.10实践时刻--想要射击了
11.11实践时刻--设置子弹的外观
11.12实践时刻--创建光晕
11.13实践时刻--开火
11.14实践时刻--修改检测碰撞的代码
11.15实践时刻--神奇的参数
11.16实践时刻--添加最重要的部分:太空发射器
11.17小结
11.18意犹未尽

第12章动作
12.1心内直视手术
12.2实践时刻--在场景中添加hallway模型
12.3实践时刻--添加第二个摄像头
12.4实践时刻--调整主摄像头
12.5实践时刻--装饰走廊
12.6实践时刻--打开灯
12.7实践时刻--创建摄像头绑定
12.8实践时刻--为bouncer游戏对象创建动画
12.9实践时刻--我要让它移动
12.10实践时刻--为runner制作动画
12.11实践时刻--如何"处理"Slipperfoot护士
12.12实践时刻--你让我转太多圈了
12.13实践时刻--部署游戏
12.14需要时间来成长
12.15本书之外的知识

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欣叶 御大福 芋头麻薯 180g

周销量 600+

$1.66 $1.99 83折
Yami
欣葉
2种选择
欣叶 御大福 芋头麻薯 180g

周销量 600+

$1.66 $1.99 83折
Yami
欣葉
2种选择
欣叶 御大福 芋头麻薯 180g

周销量 600+

$1.66 $1.99 83折
Yami
欣葉
2种选择
欣叶 御大福 芋头麻薯 180g

周销量 600+

$1.66 $1.99 83折
Yami
欣葉
2种选择
欣叶 御大福 芋头麻薯 180g

周销量 600+

$1.66 $1.99 83折

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