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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Summary


In this chapter, we started to put the Unity 3D engine through its paces. We learned how to:

  • Add built-in GameObjects to our Scene

  • Position, rotate, and scale those game objects

  • Add lighting to the Scene to brighten things up

  • Add Rigidbody components to our GameObjects to tie into Unity's physics calculations

  • Create Physic Materials

  • Customize Collider components to make GameObjects become bouncy

We took an impossibly complex game idea and hacked it down to its fun, naked essentials. We explored the origin point—the center of our game's universe. We learned about the building blocks of 3D construction: vertices, edges, and faces. We talked about how polygon counts can affect game performance. We laughed, we cried. It was profound.

Following the script

What we have so far is not a game, but a very dull movie about the best keep-up player in the world who never, ever drops the ball. One key thing that distinguishes movies from games is popcorn. Also, games are interactive. We need to introduce...

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