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)

Developing an NPC Animator Controller

The FSM must be complemented by a Mecanim animator graph, as each state involves a unique animation and each one should play at the appropriate time. You create a new animator asset simply by right-clicking inside the Project panel and choosing Create | Animator Controller from the context menu; name this controllerEnemy.

Ensure that you add this as an Animator component to the zombie in the scene by dragging and dropping the asset from the Project panel to the mesh in the Scene Viewport:

Creating a new Animator Controller for the zombie NPC

First, create a new animator integer parameter and name it AnimState. This parameter represents the currently active state of the zombie in the graph. Its values will exactly match the value of the AIState enum, coded for the AIEnemy class: 0 = Idle, 1 = Chase, 2 = Attack, and 3 = Dead:

Creating a new...