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Unity From Zero to Proficiency (Intermediate): A step-by-step guide to coding your first game in C# with Unity. [Second Edition, February 2018] - Tapa blanda

 
9781980416692: Unity From Zero to Proficiency (Intermediate): A step-by-step guide to coding your first game in C# with Unity. [Second Edition, February 2018]

Sinopsis

Newly Edited and Updated Version (Third Edition) for Unity 2020

Learn C# with Unity, and create a full FPS game without the headaches
Without this book, most people spend too long trying to learn C# with Unity the hard way. This book is the only one that will get you to learn Unity fast without wasting so much time. It includes twelve chapters that painlessly teach you the necessary skills to create an FPS game and to learn intermediate C# and Unity techniques.


What you will learn
After completing this book, you will be able to:

  • Use Unity's built-in methods.
  • Use Rigidbody physics to propel airborne objects.
  • Use a Finite State Machine to create intelligent Non-Payer Characters(NPCs).
  • Manage 3D animations for the NPCs.
  • Create NPCs who can chase the player.
  • Create and manage weapons and ammunition for the player.
  • Include advanced Artificial Intelligence for NPCs including: vision, hearing, random paths, fleeing from or ambusghing the player.
  • Create a 2D scrolling shooter.


Content and structure of this book
The content of the books is as follows:

  • In Chapter 1, you will create a simple 3D game where the user has to reach the end of the level by avoiding projectiles from intelligent robots.
  • In Chapter 2, you will create a gun and a grenade launcher that the player can use to defeat enemies.
  • In Chapter 3, you will start to use Mecanim and NavMesh navigation to control an animated character that detects, follows, or attacks the player.
  • In Chapter 4, you will combine the skills that you have acquired in the previous chapters to create a fully functional level where the player needs to escape a level full of armed NPCs. You will also learn how to generate a game level dynamically from your code.
  • In Chapter 5, you will add off mesh links and manage costs and areas so that NPCs can avoid sections.
  • In Chapter 6, you will make it possibel for NPCs to follow fixed or random paths.
  • In Chapter 7, you will add vision and hearing to the NPCs.
  • In Chapter 8, you will create smarter NPCs that can flee from or ambush the player.
  • In Chapter 9, you will control an army of NPCs and create an AI-driven oppoite team.
  • In Chapter 10, you will create a simple 2D scrolling shooter.
  • In Chapter 11, you will improve your game by adding explosions and a scrolling background.
  • In Chapter 12, you will add intelligent spaceships that attack the player.
  • In Chapter 13, you will include a shield to the player's spaceship, along with other interesting features (e.g., sound FX, a scoring system, etc).


If you want to create FPS games, Intelligent NPCs, and 2D Shooters with Unity using a tried-and-tested method: download this book now!

"Sinopsis" puede pertenecer a otra edición de este libro.

Reseña del editor

Why this book can help you to get started with Game Development
Creating your own game can be very intimidating at the start, and quite often, regardless of your experience with games, it is sometimes difficult to find the time and motivation to get over the first barriers and to get started.
Often, these barriers seem higher than they actually are. Maybe you are a teacher trying to introduce games in your classroom or a parent trying to help your child with coding, but with no previous coding or game development experience; maybe you are a hobbyist who would love to create interactive environments based on your favorite games; maybe you are a student getting started with game development but you just don't know where to start or what resources to use; or maybe you have tried online video tutorials but found them disjointed. You may be wondering: "How can I start to create my games if I have no experience of coding", or "this game engine is so complex that I just don't know where to get started".

This is quite common, and you can easily overcome these issues with a step-by-step approach that gets you to progressively develop and use your skills. This is the approach that I have used successfully over the past years to take students from no knowledge of coding or game development to good levels of proficiency in Unity and coding.

Of course, it takes some time and dedication; however, by following the techniques and suggestions described in this book, I can promise you that you will progress, regardless of your background, and become more comfortable with Unity and coding.

Content and structure of this book
In this book, the third book in the series, you will become comfortable with programming in C# by creating a simple survival game in Unity. The book includes:

  • A list of the learning objectives at the start of each chapter.
  • Step-by-step activities.
  • Opportunities to engage in deeper learning and problem-solving skills through challenges at the end of each chapter.
  • Quizzes to test your knowledge.
  • Code solutions (in C#) for each chapter.
  • Cheat-sheets (i.e., shortcuts, best practice, etc.) that you can download.
The content of each chapter is as follows:
  • Chapter 1 provides an introduction to C# and explains key programming concepts such as variables, variable types, polymorphism, constructors, or methods as well as best practices for C# programming within Unity.
  • Chapter 2 helps you to code your first script in C#. It explains common coding mistakes and errors in Unity, and how to avoid them easily.
  • Chapter 3 gets you to use C# to instantiate, use and control Rigidbody objects from your script as well as explosions.
  • Chapter 4 explains how to create a simple weapon management system. You will create weapons (e.g., a gun and a grenade launcher), manage the collection of ammunition, and also implement a user interface to keep track of ammunition.
  • Chapter 5 explains how to use Mecanim and NavMesh navigation to control an animated NPC that detects, follows, or shoot at the player.
  • Chapter 6 makes it possible to combine the skills that you have acquired in the previous chapters to create a fully functional level. You will also learn how to generate a maze (or game level) dynamically from your code.
  • Chapter 7 provides answers to Frequently Asked Questions (FAQs) related to FSM, NavMesh, Rigiddbody components, or Artificial Intelligence. It also provides links to additional exclusive video tutorials that can help you with some of your questions.
  • Chapter 8 summarizes the topics covered in the book and provides you with more information on the next steps
If you want to start programming in C# using a tried-and-tested method: download this

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  • EditorialIndependently published
  • Año de publicación2018
  • ISBN 10 1980416699
  • ISBN 13 9781980416692
  • EncuadernaciónTapa blanda
  • IdiomaInglés
  • Número de páginas545
  • Contacto del fabricanteno disponible

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