Book Image

Unity Game Development Essentials

By : Will Goldstone
Book Image

Unity Game Development Essentials

By: Will Goldstone

Overview of this book

Game engines are central to the video games we know and love. From the artwork to the mathematics that underpin the frames onscreen, the engine calls the shots. Aside from offering one of the leading 3D game engines, Unity also provides a superlative development tool ñ a tool that can produce professional standard games for Mac, PC, and the Unity Web Player. This book is a complete exercise in game development covering environments, physics, sound, particles, and much more, to get you up and working with Unity quickly. Taking a practical approach, this book will introduce you to the concepts of developing 3D games before getting to grips with development in Unity itself. From creating 3D worlds to scripting and creating simple game elements you will learn everything you'll need to get started with game development for the PC, Mac, and Web. This book is designed to cover a set of easy to follow examples, which culminate in the production of a First Person 3D game, complete with an interactive island environment. By introducing common concepts of game and 3D production, you'll explore Unity to make a character interact with the game world, and build puzzles for the player to solve, in order to complete the game. At the end of the book, you will have a fully working 3D game and all the skills required to extend the game further, giving your end-user, the player, the best experience possible. Soon you will be creating your own 3D games with ease!
Table of Contents (17 chapters)
Unity Game Development Essentials
Credits
About the Author
About the Reviewers
Preface
Index

Summary


In this chapter, we have explored two key methods for detecting interactions between objects in 3D games. Both ray casting and collision detection have many individual uses, and they are key skills that you should expect to reuse in your future use of Unity.

In the next chapter, we'll look into another method of collision detection while using colliders of objects set to trigger mode. This mode allows collision detection but removes the physical presence of an object, allowing — for example — the collection of objects without the player bumping into them. Try to think of triggers as collisions with no impact. While we could have taken this approach with the outpost door, it is important to learn the core concept of collision detection first, which is why we are learning in this particular order.

We will create a collection game in which the player must find four batteries in order to recharge the lock on the outpost door, and not allow entry to the outpost unless these batteries have...