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 ForReaders 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.
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