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 Beetles 


Our game world is currently very large and appropriate for the game we envisioned. In order to efficiently demonstrate how to script the Cucumber Beetles, we will designate a sandbox area of our game and confine the Cucumber Beetles to that area. We will also need to move some cherry trees there. 

We will make the following sequential modifications to our game's terrain:

  • Designate a sandbox area
  • Plant additional cherry trees
  • Create spawning sites

Designating a sandbox area

We do not necessarily want to make major modifications to our game's terrain. We previously spent considerable time planning, creating, and fine-tuning the terrain. Instead, we will select one of the large, flat areas to act as a sandbox. If you do not have any large, flat areas, you can select one of your flat areas and make it a bit bigger.

The following image suggests a size relative to our current game world. The white box towards the bottom center of the image represents...