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Getting Started with Unity 2018

You're reading from   Getting Started with Unity 2018 A Beginner's Guide to 2D and 3D game development with Unity

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Product type Paperback
Published in Mar 2018
Publisher Packt
ISBN-13 9781788830102
Length 336 pages
Edition 3rd Edition
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Author (1):
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Dr. Edward Lavieri Jr. Dr. Edward Lavieri Jr.
Author Profile Icon Dr. Edward Lavieri Jr.
Dr. Edward Lavieri Jr.
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Table of Contents (16) Chapters Close

Preface 1. Downloading and Installing Unity 2. The Unity Interface FREE CHAPTER 3. Designing the Game 4. Creating Our Terrain 5. Lights, Cameras, and Shadows 6. Creating and Importing 3D Objects for Our Game 7. Implementing Our Player Character 8. Implementing Our Non-Player Characters 9. Adding a Heads-Up Display 10. Scripting Our Points System 11. Scripting Victory and Defeat 12. Adding Audio and Visual Effects to Our Game 13. Optimizing Our Game for Deployment 14. Virtual Reality 15. Other Books You May Enjoy

Project organization 

Our project will consist of a lot of assets. So far we have identified and detailed our planned use of the Cucumber Man, our player characters, and the Cucumber Beetles, our non-player character. We will also use cherry trees, cherries, and cucumber patches. Let's briefly look at those in the next section, Custom assets.

Custom assets

Several custom assets have been created using Maya and Photoshop for use in our game. The first set of assets are two forms of cucumber patches, both shown in the following image:

We will use these cucumber patches to cover large sections of our game environment, as identified earlier in this chapter. We have two different patch formations to help create an authentic...

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