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

Adding cucumbers to our terrain


Cucumbers will be used in our game to give the beetles something to search for and to eat. We will place several cucumbers in the sandbox area and, in Chapter 10, Scripting Our Points System, keep track of how many there are during gameplay. In this section, we will prepare the cucumbers for our use and populate them in our game.

You previously downloaded the necessary assets for the cucumber. As you can see in the following screenshot, Cucumber is accessible in the Assets/Cucumber folder. You will note that when we select Cucumber, the bottom of the Project panel identifies the Cucumber file as a .fbx file:

The .fbx file was exported from the 3D modeling software so we can use it in our game. When that asset is selected, the inspector view shows Import Settings. We want access to the transform, mesh renderer, and other components, so we will turn it into a prefab and make some changes. Here are some initial steps:

  1. Drag the Cucumber.fbx file from Assets | Cucumber...