Book Image

Mastering Unity 2017 Game Development with C# - Second Edition

Book Image

Mastering Unity 2017 Game Development with C# - Second Edition

Overview of this book

Do you want to make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay. This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we'll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; how to work with version control; and more. By the end of this book, you'll have developed sufficient competency in Unity development to produce fun games with confidence.
Table of Contents (9 chapters)

Getting started with the zombie Prefab

The zombie character will appear many times throughout a level, and other levels. For this reason, we'll build one zombie in the Viewport and, from that, create a Prefab. This may be reused as many times as needed. To start, drag and drop the zombie from the Project panel into the Scene, and set its Scale to 1.3 for all axes:

Adding a zombie character to the Scene and setting object Scale

Next, add a Nav Mesh Agent to the zombie, configuring it for a navigation mesh. Set the Radius to 0.26, fitting the Cylinder collider tightly to the character.

This volume approximates the character on the navigation mesh. If it's too large, the character won't fit through tight but passable spaces; if it's too small, the character will pass through impossibly narrow spaces.

Additionally, set the Speed to 0.6, and the Stopping Distance...