Create ready-to-play 3D games with reactive environments, sound, dynamic effects, and more!
Key FeaturesBuild a solid foundation for game design and game developmentUnderstand the fundamentals of 3D such as coordinates, spaces, vectors, and camerasGet to grips with essential Unity concepts including characters, scenes, terrains, objects and moreBook DescriptionThis book, written by a team of experts at Unity Technologies, follows an informal, demystifying approach to the world of game development.
You'll learn the 3D and C# fundamentals before starting to build one short segment of the full game — a vertical slice. With every progressing chapter, you'll learn to improve this game (alongside building your own) to make it ready to pitch to studios.
Within Unity 3D Game Development, you will learn
Design and build 3D characters, and the game environmentThink about the users’ interactions with your gameDevelop the interface and apply visual effects to add an emotional connection to your worldGrasp a solid foundation of sound design, animations, and lightning to your creationsBuild, test, and add final touchesThe book is split between expert insights that you’ll read before you look into the project on GitHub to understand all the underpinnings. This way, you get to see the end result, and you’re allowed to be creative and give your own thoughts to design, as well as work through the process with the new tools we introduce.
Join the book community on Read this book with Unity game developers, and the team of authors. Ask questions, build teams, chat with the authors, participate in events and much more. The link to join is included in the book.
What you will learnLearn fundamentals of designing a 3D game and C# scriptingDesign your game character and work through their mechanics and movementsCreate an environment with Unity Terrain and ProBuilderExplore instantiation and rigid bodies through physics theory and codeImplement sound, lighting effects, trail rendering, and other dynamic effectsCreate a short, fully functional segment of your game in a vertical slicePolish your game with performance tweaksJOIN the ‘book-club' to read alongside other users, Unity experts, and ask the authors when stuckWho this book is forOur goal with this book is to enable every reader to build the right mindset to think about 3D games, and then show them all the steps we took to create ours.
The main target audience for this book is those with some prior knowledge in game development, though regardless of your experience, we hope to create an enjoyable learning journey for you.
Table of ContentsA Primer to the Third DimensionDesign and PrototypeProgrammingCharactersEnvironmentInteractions and MechanicsRigid Bodies and Physics InteractionUser Interface and MenusVisual EffectsSound EffectsBuild and TestFinishing Other Unity Tools!
Some books on Unity explain how to use most Unity tools, whereas other books give you experience by building small prototypes. This book has a different approach, which is explaining one particular game (third-person environmental puzzle) but doesn't explain how to build it from scratch; it is mainly explaining parts of it, or give you an idea of how to convert a design into a game. So it does explain many mechanics of Unity, but also tries to explain some ideas of game design; but I think it doesn't excel in either. There were elements that were well explained, but then in other areas it seemed lacking and I found it hard to follow along in places. Sometimes you may need to peek ahead to see the screenshot or code block they are referring to, and other places look at the code from the GitHub repo. There's also some odd-phrasing or sudden attempts at humour: (Methods) "If logic is the butter of programming, this is the bread." or "Static is not only fun with socks on the carpet shocking your siblings. It’s also magic in programming!" I think if you want to learn Unity, then it's better to read books based on the other styles (like detailed explanations of features, or instructions how to build some small prototypes).