What this book covers
Part 1 – Plan and Design
Chapter 1, A Primer to the Third Dimension, takes a ride through 3D terminology and the initial jargon of what the book will go through.
Chapter 2, Design and Prototype, starts the user down the design rabbit hole and ends with installing Unity to create your first project.
Chapter 3, Programming, lays down the foundation of programming. This chapter leans in on the power of C# (C Sharp) by explaining the basics of logic and the initial use of Visual Studio.
Part 2 – Build
Chapter 4, Characters, goes over designing 3D characters while thinking about how they will be used for rigging and animations.
Chapter 5, Environment, walks you through thinking about the environment for your game as well as what we did to design and build our environment.
Chapter 6, Interactions and Mechanics, takes the time to break down how mechanics need to be thought about and what interaction is for the user, while also covering the programming needed for the interactions in our project.
Chapter 7, Rigid Bodies and Physics Interactions, adds complexity to the interaction with physics and more advanced programming concepts.
Chapter 8, User Interface and Menus, goes over Unity’s canvas component and how the overall game interface is developed on any project.
Part 3 – Polish and Refine
Chapter 9, Visual Effects, dives into how the visual effects systems can be worked with to add a further emotional connection to your world. This is done by explaining the foundation of rendering and the systems surrounding it.
Chapter 10, Sound Effects, blasts in with explaining the sound systems within Unity as well as setting a solid foundation of sound design.
Chapter 11, Build and Test, teaches you how Unity builds a final executable game and explains testing methods to root out bugs that you can squash to make a better product.
Chapter 12, Finishing Touches, looks to be a toolbox of utility for making your game as polished as it can be. We go over what we used to polish our project. This is including specific particle systems, lighting, art defining, and advanced sound polish.
Bonus Chapter, Other Unity Tools!, is a chapter going over some of the services Unity has to offer just in case this book inspires you to work on a project that we haven’t been able to cover, such as multiplayer or mixed-reality requirements.