Smith / Ferns / Murphy | Unity Cookbook | E-Book | www.sack.de
E-Book

E-Book, Englisch, 780 Seiten

Smith / Ferns / Murphy Unity Cookbook

Over 160 recipes to craft your own masterpiece in Unity 2023
5. Auflage 2024
ISBN: 978-1-80512-913-4
Verlag: De Gruyter
Format: EPUB
Kopierschutz: 0 - No protection

Over 160 recipes to craft your own masterpiece in Unity 2023

E-Book, Englisch, 780 Seiten

ISBN: 978-1-80512-913-4
Verlag: De Gruyter
Format: EPUB
Kopierschutz: 0 - No protection



Are you ready to take your Unity game development skills to the next level? Look no further! The "Unity Cookbook 2023, 5th Edition" is your essential guide to mastering the latest features of Unity 2023, packed with over 140 recipes to empower your game development journey. Purchase of the print or Kindle book includes a free eBook in the PDF format.Key Features - Explore VR and AR development to create immersive experiences that redefine gaming
- Craft captivating mobile games with optimized performance and user-friendly controls
- Elevate gameplay with expertly composed music, dynamic sound effects, and seamless audio integration
Book DescriptionUnleash your game development potential with Unity Cookbook, 5th Edition, designed to equip you with the skills and knowledge needed to excel in Unity game development. With over 160 expertly crafted recipes empowering you to pioneer VR and AR experiences, excel in mobile game development, and become a master of audio techniques. In this latest edition, we've meticulously curated a collection of recipes that reflect the latest advancements in Unity 2023, ensuring you stay at the forefront of game development. You'll discover dedicated recipes for First/Third Person (Core) templates, create engaging mobile games, delve into Virtual and Augmented Reality, and go further with audio by exploring advanced techniques. Additionally, the book has been fully updated to incorporate the new input system and TextMeshPro, essential elements for modern game development. From exploring C# scripting to crafting stylish UIs, creating stunning visual effects, and understanding shader development through Shader Graph, every chapter is designed to take you closer to your goal of becoming a proficient Unity developer. So, whether you're aiming to develop the next hit game, enhance your portfolio, or simply have fun building games, this book will be your trusted companion on your journey to Unity proficiency.What you will learn - Craft stylish user interfaces, from power bars to radars, and implement button-driven scene changes effortlessly
- Enhance your games with AI controlled characters, harnessing Unity's navigation meshes, surfaces, and agents
- Discover the power of Cinemachine in Unity for intelligent camera movements
- Elevate games with immersive audio, including background music and dynamic sound effects
- Bring your games to life with captivating visual effects, from smoke and explosions to customizable particle systems
- Build your own shaders using Unity's Shader Graph tool
Who this book is forIf you’re a Unity developer looking for better ways to resolve common recurring problems, then this book is for you. Programmers dipping their toes into multimedia features for the first time will also find this book useful. Before you get started with this book, you’ll need a solid understanding of Unity’s functionality and experience with programming in C#.

Smith / Ferns / Murphy Unity Cookbook jetzt bestellen!

Weitere Infos & Material


Table of Contents - Displaying Data with Core UI Elements
- Responding to User Events for Interactive UIs
- Inventory and Advanced UIs
- Playing and Manipulating Sounds
- Textures, Materials and 3D objects
- Creating 3D environments with Terrains
- Creating 3D geometry with ProBuilder
- 2D Animation and Physics
- Animated Characters
- Saving and Loading Data
- Controlling and Choosing Positions
- Navigation Meshes and Agents
- Cameras, Lighting, and Visual Effects
- Shader Graphs and Video Players
- Particle Systems and Other Visual Effects
- Mobile Games and Applications
- Augmented Reality (AR)
- Virtual and Extended Reality (VR/XR)
- Advanced Topics – Gizmos, Automated Testing, and More


Contents
Preface Who this book is for What this book covers Technical requirements to get the most out of this book Get in touch Displaying Data with Core UI Elements Creating a Font Asset file for use with TextMeshPro Getting ready How to do it... How it works... Displaying a “Hello World” UI text message Getting ready How to do it... How it works... There’s more... Styling substrings with rich text Exploring the TextMeshPro Examples and Extras Displaying a digital clock Getting ready How to do it… How it works... Displaying a digital countdown timer Getting ready How to do it... How it works... There’s more... Automatically add components with [RequireComponent(...)] Creating a message that fades away Getting ready How to do it... How it works... Displaying an image Getting ready How to do it... How it works... There’s more... Working with 2D sprites and UI Image components See also Further reading Learn more on Discord Responding to User Events for Interactive UIs Creating a UI Button to reveal an image Getting ready How to do it... How it works... There’s more... Creating a UI Button to move between scenes How to do it... How it works... There’s more... Animating UI Button properties on mouseover How to do it... How it works... Organizing image panels and changing panel depths via buttons Getting ready How to do it... How it works... There’s more... Moving up or down by just one position, using scripted methods Displaying the value of an interactive UI Slider How to do it... How it works... Displaying a countdown timer graphically with a UI Slider Getting ready How to do it... How it works... Setting custom mouse cursors for 2D and 3D GameObjects Getting ready How to do it... How it works... Setting custom mouse cursors for UI controls Getting ready How to do it... How it works... Interactive text entry with Input Field Getting ready How to do it... How it works... There’s more... Detecting interactions with a single Toggle UI component Getting ready How to do it... How it works... Creating related radio buttons using UI Toggles Getting ready How to do it... How it works... Creating text UI Dropdown menus How to do it... How it works... Creating image icon UI Dropdown menus Getting ready How to do it... How it works... Displaying a radar to indicate the relative locations of objects Getting ready How to do it... How it works... The Start() method The Update() method The FindAndDisplayBlipsForTag(...) method The CalculateBlipPositionAndDrawBlip (...) method The NormalizedPosition(...) method The CalculateBlipPosition(...) method The DrawBlip() method There’s more... Further reading Inventory and Advanced UIs Creating a simple 2D mini-game – SpaceGirl Getting ready How to do it... How it works... Displaying single object pickups with carrying and not-carrying text Getting ready How to do it... How it works... The PlayerInventory script class The PlayerInventoryDisplay script class There’s more... Collecting multiple items and displaying the total number carried Alternative – combining all the responsibilities into a single script Displaying single-object pickups with carrying and not-carrying icons Getting ready How to do it... How it works... Displaying multiple pickups of the same object with multiple status icons Getting ready How to do it... How it works... There’s more... Revealing icons for multiple object pickups by changing the size of a tiled image How it works... Using panels to visually outline the inventory UI area and individual items Getting ready How to do it… How it works... Creating a C# inventory slot UI to display scripted components Getting ready How to do it... How it works... There’s more... Modifying the game for a second inventory panel for keys Displaying multiple pickups of different objects as a list of text via a dynamic List<> of scripted PickUp objects ...


Ferns Shaun :

Shaun is a lecturer at Technological University Dublin. He is currently teaching on the BA (Hons) in Creative Digital Media where he is lead in the delivery of the Multimedia Stream. He is currently exploring serious games for construction-related training as well as the opportunities transmedia provides in improving user experience and engagement in cultural archive artifacts. His educational research is currently driven by his interest in self-determined learning (heutagogy), rhizomatic learning theory, micro-credentialing /digital badging, and curriculum development.Murphy Sinéad :

Sinead Murphy is currently Data Analytics Manager for the Irish NGO Trocaire. She has over 25 years of computing experience, including freelance IT training and database consulting, university lecturing in mathematics, IT skills and programming at TU Dublin (Ireland) and Middlesex University (London). She is a published academic, with undergraduate and postgraduate degrees in mathematics, computing and data science. She is passionate about the use of IT for understanding and visualising data, and using that understanding to make meaningful differences in the world. She is currently exploring the use of Python and Unity for data analytics and interactive visualisations.



Ihre Fragen, Wünsche oder Anmerkungen
Vorname*
Nachname*
Ihre E-Mail-Adresse*
Kundennr.
Ihre Nachricht*
Lediglich mit * gekennzeichnete Felder sind Pflichtfelder.
Wenn Sie die im Kontaktformular eingegebenen Daten durch Klick auf den nachfolgenden Button übersenden, erklären Sie sich damit einverstanden, dass wir Ihr Angaben für die Beantwortung Ihrer Anfrage verwenden. Selbstverständlich werden Ihre Daten vertraulich behandelt und nicht an Dritte weitergegeben. Sie können der Verwendung Ihrer Daten jederzeit widersprechen. Das Datenhandling bei Sack Fachmedien erklären wir Ihnen in unserer Datenschutzerklärung.