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

One aspect of game development in general (and inventories as our particular examples in this chapter) is the distinction about when we undertake an activity. Runtime is when the game is running (and when all our software and UI choices take effect). However, design-time is the time when different members of our game design team work on constructing a wide range of game components, including the scripts, audio and visual assets, and the process of constructing each game level (or scene in Unity-speak).

Unity's Editor extensions are scripting and multimedia components that enable a game software engineer to make design-time work easier and less likely to introduce errors. Editor extensions allow workflow improvements, thus allowing designers to achieve their goals quicker and more easily; for example, removing the need for any scripting knowledge when generating...