Book Image

Getting Started with Unity 2018 - Third Edition

By : Dr. Edward Lavieri
Book Image

Getting Started with Unity 2018 - Third Edition

By: Dr. Edward Lavieri

Overview of this book

The Unity game engine has revolutionized the gaming industry with its complete set of intuitive tools and rapid workflows, which can be used to create interactive 3D content. With Unity, you can scaffold your way from the basics and make make stunning interactive games. This book will guide you through the entire process of creating a 3D game, from downloading the Unity game engine to publishing your game. It not only gives you a strong foundation, but puts you on the path to game development. Beginning with an overview of the Unity engine and its interface, you will walk through the process of creating a game environment and learn how to use built-in assets, as well as assets created with third-party 3D modeling tools such as Blender. Moving on, you will create custom scripts to control non-player character behaviors and gameplay. You will master exciting concepts such as Heads-Up-Displays, mini-maps, game navigation, sound effects, and lighting effects. Next, you’ll learn how to create your first VR experience, right from setting up the project to image effects. You'll be familiarized with all the tools that Unity has to offer to create your own immersive VR experiences. Each section is a stepping stone toward the completion of the final game. By the end of the book, you'll have learned advanced topics such as cross-platform considerations which enable your games to run on multiple platforms.
Table of Contents (21 chapters)
Title Page
Packt Upsell

Project organization 

Our project will consist of a lot of assets. So far we have identified and detailed our planned use of the Cucumber Man, our player characters, and the Cucumber Beetles, our non-player character. We will also use cherry trees, cherries, and cucumber patches. Let's briefly look at those in the next section, Custom assets.

Custom assets

Several custom assets have been created using Maya and Photoshop for use in our game. The first set of assets are two forms of cucumber patches, both shown in the following image:

We will use these cucumber patches to cover large sections of our game environment, as identified earlier in this chapter. We have two different patch formations to help create an authentic and non-repetitive look to the game environment. We will also rotate the patches to add variability to the overall visual appearance of the ground covering.

A custom cucumber will also be provided in our game. While there might be hundreds of them in the game, we will use one...