Book Image

Unity 2018 Cookbook - Third Edition

By : Matt Smith, Francisco Queiroz
4 (2)
Book Image

Unity 2018 Cookbook - Third Edition

4 (2)
By: Matt Smith, Francisco Queiroz

Overview of this book

With the help of the Unity 2018 Cookbook, you’ll discover how to make the most of the UI system and understand how to animate both 2D and 3D characters and game scene objects using Unity's Mecanim animation toolsets. Once you’ve got to grips with the basics, you will familiarize yourself with shaders and Shader Graphs, followed by understanding the animation features to enhance your skills in building fantastic games. In addition to this, you will discover AI and navigation techniques for nonplayer character control and later explore Unity 2018’s newly added features to improve your 2D and 3D game development skills. This book provides many Unity C# gameplay scripting techniques. By the end of this book, you'll have gained comprehensive knowledge in game development with Unity 2018.
Table of Contents (22 chapters)

Introduction

Many GameObjects in games move! Movement can be controlled by the player, by the (simulated) laws of physics in the environment, or by the Non-Player Character (NPC) logic; for example, objects that follow a path of a waypoint, or seek (move toward) or flee (away) from the current position of a character. Unity provides several controllers for first and third-person characters, and for vehicles such as cars and airplanes. GameObject movement can also be controlled through the state machines of the Unity Mecanim animation system.

However, there may be times when you wish to tweak the Player character controllers from Unity, or write your own. You might wish to write directional logic—simple or sophisticated Artificial Intelligence (AI) to control the game's NPC and enemy characters. Such AI might involve your computer program making objects orient and...