Summary
Here we have looked at the key concepts you will need to understand and complete the exercises in this book. However, 3D is a detailed discipline that you will continue to learn not only with Unity, but in other areas also. With this in mind, you are recommended to continue to read more on the topics discussed in this chapter, in order to supplement your study of 3D development. Each individual piece of software you encounter will have its own dedicated tutorials and resources dedicated to learning it. If you wish to learn 3D artwork to complement your work in Unity, you are recommended to familiarize yourself with your chosen package, after researching the list of tools that work with the Unity pipeline and choosing which one suits you the best.
Now that we've taken a brief look at 3D concepts and the processes used by Unity to create games, we'll begin by completing a simple exercise before getting started on the larger game element of this book.
In the following chapter, we'll begin with a short exercise in which you will prototype a simple game mechanic using Primitive shapes generated by the engine itself, and some basic coding to get you started in C Sharp (C#)/ Javascript. It is important to kick-start your Unity learning with a simple example using primitives, as you will often find yourself prototypinggame ideas in this manner once you feel more comfortable in using Unity.
After this, we'll move on to the larger exercise of the book, looking at game environments and getting to grips with the terrain editor. With a physical height painting approach, the terrain editor is an easy to use starting point for any game with an outdoor environment. We'll use this to build an island, and in the ensuing chapters we'll add features to the island to create a mini-game, in which the user must light a campfire by retrieving matches from a locked outpost. Let's get started!