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

Terraforming the terrain for our Cucumber Man


As you play-test the game, it is advisable to have the Cucumber Man walk, run, and jump where you want the player to be able to do these actions when they play the game. This is a step that is often overlooked or given insufficient attention. Think back to the games you play or have played in the past. Has your character ever been stuck or unable to get to a certain area? Odds are that some of that was a result of inadequate testing.

It is recommend that you work on this. The terrain might be, for example, too steep for the character to climb. Use the skills you learned in Chapter 4, Creating Our Terrain, to modify your terrain so that the player character can navigate your game world the way you want it to.

The time you spend on this important step will help ensure the non-player characters, our Cucumber Beetles, can get to the areas you want them to. You will be prompted to check for this in the next Chapter 8Implementing Our Non-Player Characters...