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
Dedication
Packt Upsell
Contributors
Preface
Index

Importing the game character


We will use a custom third-person character controller for our Cucumber Beetle game. First, we should make sure there are no conflicting assets in your game project. Let's start by launching Unity and opening your game project based on the work you did in Chapter 6, Creating and Importing 3D Objects for our Game. Alternatively, you can load theStarting-Chapter-07 Unity project available from the publisher's companion site. Once your project is loaded in Unity, delete any of the following listed items from the Hierarchy panel:

  • Camera (you will retain the main camera you first explored in Chapter 5, Lights, Cameras, and Shadows)
  • ThirdPersonController

Once the unnecessary assets are deleted, your Hierarchy panel should contain only the assets listed in the following Hierarchy panel screenshot:

You are now ready to import the asset package for our game's player character, the Cucumber Man. Go through the following steps to import the package:

  1. Download the CucumberMan_Controller...